Sajan (Iconic Monk 12)

Born into a warrior caste in a far-off land, Sajan fled his duties and home in search of his missing twin sister, a fellow martial artist. Under sentence of death in his homeland for desertion, he obsesses over finding clues that could lead him to his twin.

Sajan (Iconic Monk 12) CR 12

XP 19,200
Male Human Monk 12
LN Medium humanoid (human)
Init +3; Senses Perception +18


AC 28, touch 23, flat-footed 24 (+5 armor, +2 deflection, +3 Dex, +1 dodge, +4 monk, +3 Wis)
hp 93 (12d8+36)
Fort +13, Ref +14, Will +14; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison


Speed 70 ft.
Melee flurry of blows +15/+15/+10/+10/+5 (2d8+5 plus 1d6 electricity) or unarmed strike +14/+9 (2d8+5 plus 1d6 electricity) or +3 temple sword +16/+11 (1d8+7/19–20)
Ranged +1 shuriken +13/+8 (1d2+5)
Special Attacks flurry of blows, stunning fist (12/day, DC 19)


During Combat Sajan uses his fast movement and Acrobatics to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. He employs combat maneuvers when doing so is strategically advantageous—grappling spellcasters and tripping foes with his temple sword when his allies flank them. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission. When overmatched, he's quick to withdraw and use his +1 shuriken to harass a foe at range or from more defensible ground, or by using his speed to keep just out of reach.


Str 18, Dex 16, Con 14, Int 10, Wis 17, Cha 10
Base Atk +9; CMB +16 (+18 grapple, +20 trip); CMD 36 (38 vs. grapple, 40 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Greater Trip, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Spring Attack, Stunning Fist, Wind Stance
Skills Acrobatics +18 (+46 when jumping), Climb +19, Perception +18, Sense Motive +18, Stealth +18
Languages Common, Vudrani
SQ abundant step, diamond body, fast movement, high jump, ki pool (9 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., still mind, wholeness of body
Combat Gear elixir of fire breath, potion of bear's endurance, potions of cure serious wounds (2), potion of fly; Other Gear +3 temple sword, +1 shuriken (50), belt of giant strength +2, bracers of armor +5, cloak of resistance +3, headband of inspired wisdom +2, monk's robe, ring of protection +2, +1 shock amulet of mighty fists, belt pouch, wooden holy symbol, 708 gp