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Arms Of Balance

Each competitor on this team of elementalists has a unique special ability that only they can use; a fighter's ability is denoted by the individual's name in the traits parenthetical in the stat block below. Only that individual can use the ability (so, for instance, the Arms of Balance can't use Breath of the Volcano four times per round, since only Usvani knows that ability). Each fighter has a different rune on their handwraps of mighty blows, allowing each to deal a different type of energy damage with their fist Strikes.

Recall Knowledge - Humanoid (Society): DC 36

Elite | Normal | Weak

Arms Of BalanceCreature 15

UncommonLNMediumHumanHumanoid
Source Pathfinder #167: Ready? Fight! pg. 33
Male and female human, vanara, and vishkanya monks
Perception +27
Languages Common, Goblin, Tien
Skills Acrobatics +29, Athletics +30, Performance +26
Str +5, Dex +4, Con +4, Int +0, Wis +4, Cha +1
Items +2 greater striking handwraps of mighty blows (with corrosive, flaming, frost, or shock rune), bracers of armor II
AC 35 (37 vs. ranged attacks); Fort +27, Ref +27, Will +27
HP 300
Speed 45 feet
Melee Single ActionSingle Action fist +27 [+23/+19] (agile, magical, unarmed), Damage 3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fireMelee Single ActionSingle Action tornado lunge +27 [+23/+19] (agile, reach 10 feet, unarmed), Damage 3d8+13 bludgeoning plus 1d6 acid, cold, electricity, or fire plus Improved KnockdownRanged Single ActionSingle Action wind crash +27 [+23/+19] (agile, nonlethal, propulsive, range 30 feet, unarmed), Damage 3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fireMonk Ki Spells DC 34, 2 Focus Points; 8th wild winds stance, wind jump
Breath of Energy Technique Two ActionsTwo Actions The monk lets loose a powerful breath of air, whose effect depends on the type of energy to which the monk is attuned. The monk can't use this ability again for 1d4 rounds.
Breath of the Glacier (Pravan Majinapti; cold) Pravan blows icy winds in a 30-foot cone, dealing 10d6 cold damage. Creatures in the area must attempt a DC 33 Reflex save as ice forms around them. The Speed penalty or immobilized condition caused by this ability persist until a creature either Breaks Open the ice or Escapes (DC 37 in either case), or if the creature takes at least 30 fire damage.
Critical Success The creature is unaffected.
Success The creature takes half damage and takes a –5- foot status penalty to its Speeds.
Failure The creature takes full damage and takes a –15-foot status penalty to its Speeds.
Critical Failure The creature takes double damage and is immobilized.
Breath of the Volcano (Usvani; acid) Usvani exhales a miasma of acidic fumes in a 15-foot emanation. A creature that starts its turn in the area takes 12d6 acid damage and must attempt a DC 33 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is sickened 1.
Failure The creature takes full damage and is sickened 2.
Critical Failure The creature takes double damage and is sickened 3.
Draw of the Aurora (Ranya Shibhatesh; electricity) Ranya looses four lightning bolts, electrifying creatures and magnetizing them closer to her. Four 60-foot lines of electricity stretch out from Ranya's space, one in each cardinal direction, dealing 4d12 electricity damage. Each creature in an affected area must attempt a DC 33 Reflex save. If this ability causes an undetected creature to glow, that creature becomes hidden instead to creatures that can see any part of its space (even if it is invisible or Sneaks).
Critical Success The creature is unaffected.
Success The creature takes half damage, glows until the end of the monk's next turn, and is pulled 5 feet toward Ranya.
Failure The creature takes full damage, glows until the end of the monk's next turn, and is pulled 15 feet toward Ranya.
Critical Failure The creature takes double damage, glows for 1 minute, and is pulled 30 feet toward Ranya.
Magma's Gasp (Jivati Rovat; fire) Jivati's breath ignites a fire in the spirit of each creature within 10 feet of Jivati, dealing 8d6 fire damage. Each creature in the area must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and 1d6 persistent fire damage and loses 1 Focus Point. If it has no Focus Points, the creature instead loses a random prepared spell or spell slot from the highest level it has left (maximum 6th level). Critical Failure As failure, but the creature takes double damage and 2d6 persistent fire damage.
Flurry of Blows Single ActionSingle Action (flourish) The monk makes two Strikes with their fists. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.