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Black Belt

CREATURE 12

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.


Perception +25
Languages Common
Skills Acrobatics +25, Athletics +25, Martial Arts Lore +22, Stealth +20
Str +5, Dex +4, Con +3, Int +1, Wis +3, Cha +0

AC 32; Fort +23, Ref +23, Will +20
HP 220
Blocking Counterattack
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.

Speed 40 feet
Melee Bo Staff +25 (magical, parry, reach, trip), Damage 2d8+9 bludgeoning
Melee Fist +25 (agile, magical, nonlethal, unarmed), Damage 2d8+9 bludgeoning
Monk Focus Spells DC 32, attack +23, 2 Focus Points; 6th Inner Upheaval, Qi Rush
Flurry of Blows
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 Grapple, Reposition, Shove, or 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 (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).

Pathfinder NPC CoreORC