Ki Adept (Ahmoza Twins)Creature 13
Source Pathfinder #166: Despair on Danger Island
Perception +23
Languages Taldane, Tien
Skills Acrobatics +26, Athletics +26, Occultism +23
Str +5, Dex +4, Con +3, Int +2, Wis +3, Cha +0
AC 33; Fort +23; Reflex +23; Will +23;
HP 210
Speed 30 feet
Bo Staff +27 (+22, +17) to hit (magical, parry, reach, trip) 2d8+11 Bludgeoning
Fist +27 (+23, +19) to hit (silver, agile, coldiron, finesse, magical, nonlethal, unarmed) 2d6+11 Bludgeoning
Dart +24 (+20, +16) to hit (agile, magical, thrown 20) 2d6+9 Bludgeoning
Channel Element (concentrate)
Manyala and Rijana can draw upon the power in their bodies to temporarily channel energy. The next unarmed attack that they make deals 1d8 additional damage. This damage type is fire for Manyala and cold for Rijana.
Entwined Energy KiManyala and Rijana can infuse energy into their ki blasts, allowing them to change the damage the spell deals. Manyala can choose to deal fire damage instead of force damage and Rijana can choose to deal cold damage instead of force damage.
Flurry of Blows (flourish)The ki adept makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Knocking Sweep (flourish)The ki adept swings their weapon with a sweeping spin. They attempt separate Athletics check to Trip any number of creatures within their reach. Each attempt counts toward the ki adept's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all the attacks.
Powerful FistsThe ki adept's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks.
Punch DownThe ki adept deals an extra 2d10 damage to Prone creatures.
KnockdownRequirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Focus Spells (DC 32, +24 to hit)
1st Level: Ki Strike
7th Level: Abundant Step, Ki Blast, Ki Rush, Wholeness of Body, Wind Jump
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.