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Ganzi Martial Artist

Creature 3 — human, humanoid, nephilim

Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of the Maelstrom in generations previous, while others are changed by planar friction seething upon the shores of creation, but all share the essence of anarchy in their blood and bone. Due to their connection to the Maelstrom, ganzis vary wildly in appearance; the most common proteankin have patches of scales and feat

Source: pathfinder-monster-core-2

Perception +9
Skills acrobatics +9, athletics +10, deception +7, performance +7, stealth +9
Str
+3
Dex
+4
Con
+0
Int
-1
Wis
+2
Cha
+2
AC 20 Fort +7 Ref +11 Will +9
HP 36
Speed 35 feet

Offense

Ranged Shuriken +11, Damage 1d4+5 piercing
Melee Foot +11, Damage 1d8+5 bludgeoning

Abilities

+1 Status to All Saves vs. Controlled Condition
Ganzi Resistance — The ganzi gains resistance 1 to acid, electricity, or sonic (chosen randomly each day).
Ganzi Spells — Two of the following chosen at random each day using 1d12 Acid Grip Blur Humanoid Form Illusory Object Invisibility Laughing Fit Noise Blast Paranoia Resist Energy See the Unseen Shatter Telekinetic Maneuver
Flurry of Kicks — Frequency once per turn Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally.
Handspring Kick

Spells

Acid Grip (rank 2)
Blur (rank 2)
Humanoid Form (rank 2)
Invisibility (rank 2)
Laughing Fit (rank 2)
Noise Blast (rank 2)
Paranoia (rank 2)
Resist Energy (rank 2)
See the Unseen (rank 2)
Shatter (rank 2)
Telekinetic Maneuver (rank 2)
Illusory Object (rank 1)

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