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Black BeltCreature 12


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +25
Languages Common
Skills Lore +22, Acrobatics +25, Athletics +25, Stealth +20
Str +5, Dex +4, Con +3, Int +1, Wis +3, Cha +0

AC 32; Fort +23; Reflex +23; Will +20;
HP 220
Speed 40 feet

Bo Staff One Action +25 (+20, +15) to hit (magical, parry, reach, trip) 2d8+9 Bludgeoning
Fist One Action +25 (+21, +17) to hit (agile, magical, nonlethal, unarmed) 2d8+9 Bludgeoning

Blocking Counterattack Reaction

Trigger A creature within the black belt's reach targets them with a melee attack


Effect The black belt blocks, gaining a +2 circumstance bonus to their AC against the triggering attack. If the attack misses, the black belt retaliates with a Strike. This Strike doesn't count toward the black belt's multiple attack penalty, and the multiple attack penalty doesn't apply to this Strike.

Flurry of Blows One Action

Frequency once per round


Effect The black belt makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

The black belt can substitute any number of the attacks with bo staff Strikes or attempts to [/act grapple], [/act reposition], [/act shove], or [/act trip].

Powerful Fists

The black belt's fist Strikes don't take penalties when making lethal attacks, and fist Strikes are treated as cold iron and silver.

Rapid Barrage Two Actions (incapacitation)

The black belt pummels their fists in a fast onslaught. They make three fist Strikes against one target. If more than one Strike hits, combine damage for the purpose of resistances and weaknesses. Regardless of whether any Strikes hit, the target must succeed at a DC 32 fortitude save or be Clumsy 1 until the end of their next turn and Stunned 1 (Clumsy 2 and Stunned 2 on a critical failure).


Monk Focus Spells (DC 32, +23 to hit)

1st Level: Inner Upheaval, Qi Rush


Many martial arts schools use colored belts to differentiate skill levels. Above all is the black belt, an advanced practitioner who can counter any attack.


Martial artists strive to master the art of hand-to-hand fighting.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.