Golarion's Finest (Mingyu)
Creature 13 (uncommon) — human, humanoid
Pre-Remaster content. May include legacy alignment.
FlankerCrasherLANDhumanhumanoid
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +23
Languages taldane, tien
Skills acrobatics +26, athletics +26, occultism +23
Str
+5
Dex
+4
Con
+3
Int
+2
Wis
+3
Cha
+0
Items Bo Staff, Dart (3), +1 Striking Handwraps of Mighty Blows, Bracers of Armor I
AC 33
Fort +23
Ref +23
Will +23
HP 230
Speed 30 feet
Offense
Melee Bo Staff (magical, parry, reach, trip) +27, Damage 2d8+11 bludgeoning plus Knockdown
Melee Fist (agile, cold-iron, finesse, magical, nonlethal, silver, unarmed) +27, Damage 2d6+11 bludgeoning
Ranged Dart (agile, magical, thrown-20) +24, Damage 2d6+9 bludgeoning
Abilities
Flurry of Blows (flourish) — Mingyu makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Flying Kicks — Mingyu spins through the air, kicking opponents in her path. Mingyu Strides and can make up to three Strikes during this movement, each against a different target within reach. These attacks count toward Mingyu's multiple attack penalty, but the multiple attack penalty doesn't increase until after she makes all of her attacks. Mingyu then becomes Stunned 1.
Knocking Sweep (flourish) — Mingyu swings their weapon with a sweeping spin. They attempt separate Athletics check to Trip any number of creatures within their reach. Each attempt counts toward the ki adept's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all the attacks.
Powerful Fists — Mingyu's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks.
Punch Down — Mingyu deals an extra 2d10 damage to Prone creatures.
Knockdown —
Arcane Focus Spells DC 32, attack +24; 3 Focus Points
7th Abundant Step, Ki Blast, Ki Rush, Wholeness of Body, Wind Jump
1st Ki Strike
WORKS WELL WITH
AnvilLANDHolds enemy attention while it sweeps through multiple targets with Flying Kicks.
WeaverLANDSoftens targets with debuffs before its multi-strike sequences land.
SniperLANDProvides ranged cover while it dives deep into the enemy backline.
PUNISHES
✖ clumping✖ standing still
stacking flankers dilutes trip-and-punish chains on prone targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
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