Latest News

Happy Halloween Update!

Home > Bestiary > Humanoids > Kojin Family >

a

Kojin Sentinel (CR 7)

XP 3,200
Kojin Monk 7
LE Medium Humanoid (Kojin, Reptilian)
Init +2; Senses Water Sense, Low-light vision; Perception +13

DEFENSE

AC 19, touch 16, flat-footed 14 (+3 Wis, +2 Dex, +1 natural, +2 AC Bonus, +1 deflect)
hp 62 [94] (7d10+24)
Fort +8, Ref +7, Will +5
Defensive Abilities Evasion, Hide in Shell, Shell; Resist Water 5;

OFFENSE

Speed 50 ft., Swim 30 ft.
Melee Unarmed Strike +11/+6 (1d8+6)
Special Attacks Blitz TechniquesCombo Finishers (Arm of the Destroyer, Final Heaven, Lightning Kick, Pummel), Flurry of Blows +11/+11/+6 (2d4+6/19-20)
Special Abilities Stunning Fist +11 (2d4+6/19-20; DC 16 Fort negates) [8/day], Ki Pool (10 pts), Ki Powers (Elemental Fury, Feather Balance)

STATISTICS

Str 17, Dex 15, Con 17, Int 10, Wis 16, Cha 8
Base Atk +7/+2; CMB +10; CMD 24
Feats Tiger Claws, Tiger Style, Weapon Focus (Unarmed), Weapon Specialization (Unarmed)
Skills Acrobatics +12, Escape Artist +12, Perception +13, Sense Motive +13; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin
SQ AC Bonus, Eastern Weapon Familiarity, Fast Movement (+20 ft.), Martial Arts (1d8), Natural Swimmers, Skilled Traders
Gear cure potion (3), ring of protection +1

SPECIAL ABILITIES

Eastern Weapon Familiarity (Ex)

Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.

Hide in Shell (Ex)

As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Natural Swimmers (Ex)

Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.

Shell (Ex)

Kojins have a natural armor bonus of +1.

Skilled Traders (Ex)

Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Water Sense (Ex)

Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.