The Majin (3.5e NPC)
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Male Human Mystic Cenobite 10 | |
CE Medium Humanoid | |
Init/Senses | +4/Listen 3, Spot 3 |
Languages | Common |
AC | 22, touch 19, flat-footed 16 (+3 armor, +6 Dex, +3 Wis) |
hp | 71(10d8+20) (10 HD) |
Immune | Fatigue |
Resist | Resist Negative Energy 5, Exhaustion |
Fort/Ref/Will | +9/+13/+10 |
Speed | 30 |
Melee | Full attack: collision unarmed strike+1 +16/+11 1d10+10 or |
Melee | Standard attack: collision unarmed strike+1 +18 1d10+10 |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +10/+14 |
Atk Options | Maximized Maneuver, Mystic Power (enlarge person), Mystic Power (burning sword), Snap KickToB |
Mystic Cenobite Maneuvers and Stances Known | (IL 10th): Counters—spiritual resistance (1st), spiritual reflexes (2nd), zephyr danceToB (3rd), spiritual disruption (4th), ki deflecting chop (5th), cardiac recovery (5th) Other—shadow strideToB (5th) Disciplines: Desert WindToB, Devoted SpiritToB, Shadow HandToB, Setting SunToB, Stone DragonToB, White TigerToB, Anima River † Readied maneuver
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Spell-Like Abilities | At will—detect magic 3/day—enlarge person 2/day—burning swordSC
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Abilities | Str 18, Dex 22, Con 15, Int 11, Wis 16, Cha 11 |
SQ | tireless, charge energy, aligned strike, |
Feats | Weapon Finesse, Improved Unarmed Strike, Weapon Focus (unarmed), Sudden RecoveryToB, Travel Devotion CC |
Skills | Autohypnosis 16, Concentration 15, Jump 17, Knowledge (arcana) 13, Knowledge (martial lore) 13, Tumble 19 |
Possessions | gloves of dexterity (+4), leather armor +1 of displacement, 300gp |
Tactics
The Majin is actively seeking battle and destruction. As such, it's easy for him to boost himself before initiating chaos. The Majin's damage routine is based around performing a large number of attacks while boosted. Most of his maneuvers and stances are there to provide with other benefits like defensive options, ranged damage options, mobility or the ability to detect unseen foes.