Duergar, Duergar HammerDuergar Hammer CR 11Source Monster Codex pg. 49 XP 12,800 Duergar monk (gray disciple) 12 (Pathfinder RPG Advanced Race Guide 187) LE Medium humanoid (dwarf) Init +9; Senses darkvision 120 ft.; Perception +17DefenseAC 26, touch 22, flat-footed 20 (+3 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +1 natural, +2 Wis) hp 93 (12d8+36) Fort +11, Ref +14, Will +11; +2 vs. spells Defensive Abilities improved evasion; Immune disease, paralysis, phantasms, poison Weaknesses light sensitivityOffenseSpeed 60 ft. Melee unarmed strike +14/+9 (2d6+2) or unarmed strike flurry of blows +15/+15/+10/+10/+5 (2d6+2) Ranged +2 shuriken +16/+11 (1d2+4) or +2 shuriken flurry of blows +17/+17/+12/+12/+7 (1d2+4) Special Attacks flurry of blows, stunning fist (12/day, DC 18) Spell-Like Abilities (CL 12th; concentration +9) 1/day—enlarge person (self only), invisibility (self only), ironskinStatisticsStr 14, Dex 20, Con 14, Int 10, Wis 15, Cha 4 Base Atk +9; CMB +14; CMD 33 (37 vs. bull rush or trip) Feats Dodge, Gray Dwarf Magic (ironskin), Extra Ki, Improved Initiative, Improved Unarmed Strike, Innate Flexibility (2), Mobility, Spring Attack, Stunning Fist, Weapon Finesse Skills Acrobatics +20 (+32 when jumping), Escape Artist +20, Perception +17, Stealth +20 Languages Common, Dwarven, Undercommon SQ born in darknessARG, earth glideARG, fade from sightARG, fast movement, gray heartARG, ki pool (10 points, cold iron, lawful, magic), maneuver training, slow and steady, stability Combat Gear potion of cure serious wounds; Other Gear +2 shuriken (10), amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +1, ring of protection +1, 588 gpEcologyEnvironment any undergroundDescriptionMartial mystics expunge corruption from duergar society.Creatures in "Duergar" Category
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