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Grandmaster

Creature 17 (uncommon) — human, humanoid

Beyond the black belt, there is the grandmaster. If a battle breaks out, this incredible warrior possesses unparalleled qi adeptness and punches that can kill. Martial artists strive to master the art of hand-to-hand fighting.

Source: pathfinder-npc-core

Perception +35
Skills acrobatics +33, athletics +33, diplomacy +25, intimidation +25, medicine +25, stealth +25
Str
+6
Dex
+4
Con
+3
Int
+1
Wis
+5
Cha
+1
AC 40 Fort +28 Ref +32 Will +27
HP 310
Speed 50 feet

Offense

Melee Temple Sword +33, Damage 3d8+14 slashing
Melee Fist +33, Damage 3d6+14 bludgeoning
Ranged Shuriken +31, Damage 3d4+14 piercing

Abilities

Disrupt Qi (void) — The grandmaster 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 grandmaster makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. The grandmaster can substitute any number of the attacks with temple sword Strikes or attempts to , , , or .
Forbidden Palm
One-Millimeter Punch — 2 or 3 The grandmaster makes a single, carefully controlled unarmed Strike that deals 2 additional dice of damage, or 4 additional dice if the grandmaster spent 3 actions. If this damages the target, the grandmaster 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 grandmaster spent on One-Millimeter Punch.
Powerful Fists — The grandmaster's fist Strikes don't take penalties when making lethal attacks, and fist Strikes are treated as adamantine, cold iron and silver.

Spells

Touch of Death (rank 8)
Wind Jump (rank 5)
Qi Blast (rank 3)
Harmonize Self (rank 2)

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