Golden Fiend SisterCreature 17
Source Pathfinder Adventure Path: Hell's Destiny
Perception +35 (lifesense (imprecise) 60 feet)
Languages Common, Diabolic
Skills Lore +30, Acrobatics +33, Athletics +33, Diplomacy +25, Intimidation +25, Stealth +25
Str +6, Dex +4, Con +3, Int +1, Wis +5, Cha +1
AC 40; Fort +28; Reflex +32; Will +27;
HP 310
Speed 50 feet
Dart
+31 (+27, +23) to hit (agile, magical, thrown 20) 3d4+14 PiercingKhakkhara
+33 (+28, +23) to hit (magical, shove, two hand d10, versatile p) 3d6+14 BludgeoningFist
+33 (+29, +25) to hit (agile, magical, nonlethal, unarmed) 3d6+14 BludgeoningDisrupt Qi
(void)The Golden Fiend Sister attempts an unarmed Strike against a living creature. On a hit, the creature takes 3d6 persistent,void damage and is Enfeebled 2 until the persistent damage ends.
Flurry of Blows
Frequency once per round
Effect The Golden Fiend Sister makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. The sister can substitute any number of the attacks with khakkara Strikes or attempts to [/act grapple], [/act reposition], [/act shove], or [/act trip].
Monastic WeaponryA Golden Fiend Sister can substitute a khakkara Strike for any ability that requires a fist Strike.
One-Millimeter Punch
2 or 3
The Golden Fiend Sister makes a single, carefully controlled fist Strike that deals 2 additional dice of damage, or 4 additional dice if she spent 3 actions. If this damages the target, the Golden Fiend Sister can choose to make the target attempt a DC 38 fortitude save.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action the Golden Fiend Sister spent on OneMillimeter Punch.
Powerful FistsThe Golden Fiend Sister's fist Strikes don't take penalties when making lethal attacks, and her fist Strikes are treated as adamantine, cold iron, and silver.
Monk Focus Spells (DC 38, +34 to hit)
2nd Level: Harmonize Self
3rd Level: Qi Blast
5th Level: Wind Jump
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.