Monster Dossier

Arms of Balance

Arms of Balance is a fantasy monster entry from source FRP2.

Level 15

Traits

uncommonlnmediumhumanhumanoid

Rules & statistics

Monster Profile

Perception

27

Languages

Languages
  • goblin
  • morouvaem
  • moriakrik

Skills

Acrobatics
29
Athletics
30
Performance
26

Ability Mods

Str
5
Dex
4
Con
4
Int
0
Wis
4
Cha
1

Defenses

Ac
Std
35
Vs. ranged attacks
37
Saving Throws
Fort
27
Ref
27
Will
27
Hp
  • Hp
    300

Speed

Walk
45

Attacks

  • Range
    Melee
    Name
    fist
    Attack
    27
    Traits
    • agile
    • magical
    • unarmed
    Effects
    • cold
    • electricity
    • or fire
    Damage
    3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fire
    Types
    • acid
    • bludgeoning
  • Range
    Melee
    Name
    tornado lunge
    Attack
    27
    Traits
    • agile
    • reach
    • unarmed
    Effects
    • cold
    • electricity
    • or fire
    • Improved Knockdown
    Damage
    3d8+13 bludgeoning plus 1d6 acid, cold, electricity, or fire plus Improved Knockdown
    Types
    • acid
    • bludgeoning
  • Range
    Ranged
    Name
    wind crash
    Attack
    27
    Traits
    • agile
    • nonlethal
    • propulsive
    • range
    • unarmed
    Effects
    • cold
    • electricity
    • or fire
    Damage
    3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fire
    Types
    • acid
    • bludgeoning

Abilities

  • Activity
    Number
    1
    Unit
    action
    Traits
    • flourish
    Entries
    • The monk makes two Strike||Strikes with their fists. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
    Name
    Flurry of Blows
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The monk lets loose a powerful breath of air, whose effect depends on the type of energy to which the monk is attuned. The monk can't use this ability again for 1d4 rounds.
    Name
    Breath of Energy Technique
  • Traits
    • pravan majinapti; cold
    Entries
    • Pravan blows icy winds in a 30-foot cone, dealing 10d6 cold damage. Creatures in the area must attempt a 33 Reflex save as ice forms around them. The Speed penalty or immobilized condition caused by this ability persist until a creature either Breaks Open the ice or Escapes (37 in either case), or if the creature takes at least 30 fire damage.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected.
      Success
      The creature takes half damage and takes a –5- foot status penalty to its Speeds.
      Failure
      The creature takes full damage and takes a –15-foot status penalty to its Speeds.
      Critical Failure
      The creature takes double damage and is immobilized.
    Name
    Breath of the Glacier
  • Traits
    • usvani; acid
    Entries
    • Usvani exhales a miasma of acidic fumes in a 15-foot emanation. A creature that starts its turn in the area takes 12d6 acid damage and must attempt a 33 Fortitude save.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected.
      Success
      The creature takes half damage and is sickened|CRB|sickened 1.
      Failure
      The creature takes full damage and is sickened|CRB|sickened 2.
      Critical Failure
      The creature takes double damage and is sickened|CRB|sickened 3.
    Name
    Breath of the Volcano
  • Traits
    • nusheinak shibhatesh; electricity
    Entries
    • Nusheinak looses four lightning bolts, electrifying creatures and magnetizing them closer to her. Four 60-foot lines of electricity stretch out from Nusheinak's space, one in each cardinal direction, dealing 4d12 electricity damage. Each creature in an affected area must attempt a 33 Reflex save. If this ability causes an undetected creature to glow, that creature becomes hidden instead to creatures that can see any part of its space (even if it is invisible or Sneak||Sneaks).
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected.
      Success
      The creature takes half damage, glows until the end of the monk's next turn, and is pulled 5 feet toward Nusheinak.
      Failure
      The creature takes full damage, glows until the end of the monk's next turn, and is pulled 15 feet toward Nusheinak.
      Critical Failure
      The creature takes double damage, glows for 1 minute, and is pulled 30 feet toward Nusheinak.
    Name
    Draw of the Aurora
  • Traits
    • jivati rovat; fire
    Entries
    • Jivati's breath ignites a fire in the spirit of each creature within 10 feet.
    Name
    Magma's Gasp
  • Entries
    • Jivati, dealing 8d6 fire damage. Each creature in the area must attempt a 33 Will save.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected.
      Success
      The creature takes half damage.
      Failure
      The creature takes full damage and 1d6 persistent damage||persistent fire damage and loses 1 Focus Point. If it has no Focus Points, the creature instead loses a random prepared spell or spell slot from the highest level it has left (maximum 6th level).
      Critical Failure
      As failure, but the creature takes double damage and 2d6 persistent damage||persistent fire damage.
    Name
    of

Background

Lore

No lore provided.