Monastic Bodyguard (5-6)Creature 4
Source Pathfinder Society Scenario #3-07: The Locked Lodge
Perception +11
Languages Common, Infernal
Skills Acrobatics +11, Athletics +12, Stealth +9
Str +4, Dex +3, Con +2, Int +0, Wis +3, Cha +0
AC 21; Fort +14; Reflex +11; Will +11;
HP 75
Speed 30 feet
Bo Staff +12 (+7, +2) to hit (parry, reach, trip) 1d8+6 Bludgeoning
Fist +12 (+8, +4) to hit (agile, finesse, nonlethal, unarmed) 1d6+4 Bludgeoning
Stand Still
Trigger A creature within the bodyguard's reach uses a move action or leaves a square during a move action it's using
Effect The monastic bodyguard strikes out when the bodyguard's foe tries to flee. The bodyguard makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, they disrupt that action.
Hellfire Flurry (flourish)The monastic bodyguard makes two Strikes with his fist or with a monk weapon. These attacks deal an extra 1d8 fire damage. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Powerful FistsThe monastic bodyguard's fist Strikes don't take penalties when making lethal attacks.
Monk Focus Spells (DC 15, +7 to hit)
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.