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NPC 70

Brother Nathal Breakneck, Abbey crypt room 3 (Mummy Monk Pathfinder CR 15 )

Brother Nathal was second in command of the lich Crattack’s forces attacking the Abbey. He was not the most intelligent member of the army, but does know 8 different ways to kill a man with his bare hands.

For a mummy Brother Nathal is remarkably quick, and his improved invasion ability cancels his vulnerability to fire. His body is covered in bandages the only gap, the eyes glowing an evil red. The bandages on his fists are blood stained.

Brother Nathal’s favorite combat tactic is to close and use his flurry of blows, and then when attacked use his side step ability to move 5ft away so his opponent does not get a full attack.

Name Brother Nathal Breakneck
Mummy CR 15
XP 51200
Lawful Evil Medium Undead Undead Traits
Monk level 10 (skill points 20) Monk
Init +2; Senses Darkvision 60; Perception +16
Aura Fear DC(22) DC will or paralyzed for 1d4 rounds


AC 34, Touch 22, flat footed 31 (+2 No Armour, +0 Shield, none)
(+2 Dex, +10 Natural, +7 Monk, +4 armour, +1 feats)
hp 163 (8d8+10d8+54+10+18);
Fort +12, Ref +11, Will +18
Damage reduction 5, Vulnerability to Fire


Speed 40
Single Attack Unarmed strike +22 (1d10+8/19-20)
Full Attack
Unarmed strike +23/18/13/8 (1d10+8/19-20)
Unarmed strike +23/18 (1d10+8/19-20)
or Flurry of blows +23/23/18/18/13/8 1d10+8
Space 5ft.; Reach 5ft.
Special Attacks
Mummy Rot DC(22) cure – remove curse then cure disease,
Mummy Rot DC(22) DC fort or 1d6 Con 1d6 Str, 1d6 Chr after1 min, freq 1/day
Ki Extra Attack for 1 point of Ki monk can have an additional attack with flurry of blows, free action
Ki Pool (Magic) Ki points = 1/2 level + WIS mod = 10. Unarmed attack treated as magic weapons
Ki Strike (Lawfull) Unarmed is treated as a lawfull attack
Maneuver Training (Ex) Monk uses level in place of base attack bonus when calculating CMB


Str 22, Dex 14, Con 0, Int 6, Wis 20, Chr 16
Base Attack 13 CMB 22 ;(grapple 24) ;CMD 40
Dodge: add 1 to AC ,
Improved Critical: Doubles critical chance of weapon,
Improved Grapple: +2 bonus on grapple checks,
Spring Attack: Move before and after melee attack,
Combat Reflexes: Dex mod additional attacks of opportunity,
Fleet: Base speed + 5 feet,
Fleet 2: Base speed + 5 feet,
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Improved Unarmed Strike: Considered armed even when unarmed,
Mobility: +4 AC to attacks of opportunity,
Power Attack: Subtract from to hit add to damage,
Sidestep: If opponent misses you with a melee attack, you may move 5 feet as an immediate action,
Skill focus (Perception): +3 perception,
Stunning Fist: Stun an opponent with unarmed strike Fort DC 10 +1/2 level +wisdom bonus = DC 20,
Toughness: +3 Hit points or +1 per hd,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Weapon Focus: +1 to attack rolls
Skills Acrobatics 11, Climb 14, Escape Artist 7, Intimidate 3, Know History -2, Know Religion 3, Perception 16, Ride 2, Sense Motive 13, Stealth 10, Swim 6
Languages Common


Environment Any
Organization Solitary, Warden squad 2-4, Gardian detail 6-10
Treasure Standard


Evasion Reflex save no damage instead of 1/2 1
Fast Movement Land Movement raised by 10
High Jump Add level to acrobatics checks to jump always running start, 1 point of Ki adds +20
Improved Evasion Only take half damage on a failed reflex save
Ki Dodge for 1 point of Ki monk can add +4 dodge bonus to AC for 1 round, free action
Ki speed for 1 point of Ki a monk can increase speed by 20ft for one round, free action
Purity of Body Immune to Natural Diseases
Slow Fall Can Fall upto (in feet) 50
Still Mind +2 vrs enchantment
Wholeness of Body Can heal 2 X monk level hps per day

MAGIC ITEMS (max value 34800)

Amulet of mighty fists (+2) +2 att +2 dam unarmed (24000gp)
Bracers of armour (+2) +2AC (4000gp)
Ring of Protection (+2) +2 AC (8000gp)

Total Value = 36000

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