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Ageless Master (Human Monk 20)

Ageless Master
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Appearance: Clad in flowing robes adorned with symbols of enlightenment, the Ageless Master exudes an aura of serene wisdom. With a shaved head, piercing eyes that seem to hold the secrets of a thousand battles, and a perfectly maintained beard, every movement carries an air of measured grace.

Behavior: Tranquil yet alert, the Ageless Master moves with the fluidity of a mountain stream. A paragon of self-discipline, their words are sparse but profound, and they radiate an inner calm that belies the storm of combat expertise within. The Master’s demeanor is one of humility, always seeking to learn and impart wisdom.

Habitat: Preferring the solitude of secluded monasteries atop mist-shrouded mountains, the Ageless Master finds solace in the company of ancient tomes and echoing chambers. When duty calls, they emerge as a beacon of inspiration and formidable might.

Modus Operandi: With the speed of a striking serpent and the precision of a master calligrapher, the Ageless Master engages adversaries in a dance of martial prowess. Their strikes are an embodiment of perfection, exploiting weaknesses with a keen understanding of anatomy and balance.

Motivation: Committed to preserving the delicate balance between tranquility and chaos, the Ageless Master’s motivation lies in honing their own skills and guiding others on the path of enlightenment. They seek to impart the teachings of discipline and self-discovery, always ready to confront the shadows that threaten the harmony they strive to maintain.


  • Ageless Master (Human Monk 20) 5e
  • Ageless Master (Human Monk 20) Pathfinder
Ageless Master 1
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Medium humanoid (human), lawful neutral


Armor Class 19 (Wisdom and Dexterity-based)

Hit Points 168 (20d8 + 80)

Speed 50 ft.


STRDEXCONINTWISCHA
12 (+1)20 (+5)18 (+4)14 (+2)20 (+5)16 (+3)

Saving Throws Str +7, Dex +13, Con +12, Int +9, Wis +13, Cha +11

Skills Acrobatics +17, Insight +13, Perception +13, Religion +9, Stealth +17

Senses Passive Perception 23

Languages Common, Celestial

Challenge 19 (22,000 XP)


Evasion. If the Ageless Master is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and half damage on a failure.

Stillness of Mind. The Ageless Master can use its action to end one effect on itself that is causing it to be charmed or frightened.

Purity of Body. The Ageless Master’s mastery of the ki flowing through it makes it immune to disease and poison.


Actions

Multiattack. The Ageless Master makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.

Flurry of Blows. Immediately after taking the Attack action on its turn, the Ageless Master can spend 1 ki point to make two unarmed strikes as a bonus action.

Stunning Strike. When the Ageless Master hits another creature with a melee weapon attack, it can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Ageless Master’s next turn.

Deflect Missiles. The Ageless Master can use its reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + 15.

Ki-Empowered Strikes. The Ageless Master’s unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


Reactions

Patient Defense. The Ageless Master can spend 1 ki point to take the Dodge action as a bonus action on its turn.

Deflect Attack. If the Ageless Master is hit by an attack, it can spend 1 ki point to deflect the blow, reducing the damage by 1d10 + 15.


Legendary Actions

The Ageless Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Ageless Master regains spent legendary actions at the start of its turn.

Unarmed Strike. The Ageless Master makes one unarmed strike.

Step of the Wind (Costs 2 Actions). The Ageless Master can use Disengage or Dash as a bonus action.

Quivering Palm (Costs 3 Actions). The Ageless Master can spend 3 ki points to attempt to touch a creature with the Quivering Palm. The target must make a DC 18 Constitution saving throw or be reduced to 0 hit points.


Equipment

The Ageless Master carries a simple robe, a wooden staff, and a small pouch containing 10 gp.

Magic Items

  1. Bracers of Defense.
  2. Amulet of Health.
  3. Ring of Protection.

Lair Actions

On initiative count 20 (losing initiative ties), the Ageless Master takes a lair action to cause one of the following effects:

  1. Aura of Tranquility. The Ageless Master releases an aura of tranquility, granting allies within 30 feet advantage on saving throws against being frightened or charmed.
  2. Wholeness of Body. The Ageless Master regains 3d10 + 15 hit points.
  3. Enlightened Guidance. The Ageless Master grants one ally within 60 feet advantage on their next attack roll or ability check.

Roleplaying Notes

The Ageless Master speaks with deliberate and measured words, often using koans and parables to convey profound teachings. Despite their incredible prowess, they always emphasize the importance of humility and self-discovery. The Ageless Master is a beacon of tranquility, seeking to guide others on the path to enlightenment while defending the delicate balance of the world.

Ageless Master (Human Monk 20)

DESCRIPTION

Ageless masters prefer to spread wisdom, but once roused they are dangerous opponents.


Ageless Master CR 19
XP 204,800

Human Monk 20

LN Medium outsider (human)

Init +6; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dexterity, +1 dodge, +5 monk, +2 natural, +7 Wisdom)

hp 153 (20d8+60)

Fort +18, Ref +18, Will +23; +2 vs. enchantments

Defensive Abilities improved evasion; DR 10/chaotic; Immune disease, poison; SR 30
OFFENSE
Speed 90 ft.

Melee +3 unarmed strike +23/+18/+13 (2d10+7) or mwk alchemical sliver dagger +20/+15/+10 (1d4+4/19–20) or +3 unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d10+7)

Ranged mwk shuriken +18/+13/+8 (1d2+4) or mwk shuriken flurry of blows +21/+21/+16/+16/+11/+11/+6 (1d2+4)

Special Attacks flurry of blows, quivering palm (1/day, DC 27), stunning fist (20/day, DC 27)
TACTICS
Before Combat The monk drinks his potions of barkskin and bear’s endurance.  

During Combat The monk expends a point from his ki pool at the beginning of combat to increase his speed. He then closes with a single opponent to deliver an Improved Vital Strike combined with Stunning Fist. If successful, he makes a full attack with his flurry of blows in the next round, attempting to finish the hampered opponent.
He uses this tactic whenever possible, using flurry of blows or Power Attack only against targets that have already had their AC compromised from being stunned or tripped. Otherwise, he uses his mobility and high Acrobatics skill to move in and out of melee. When fighting four or more opponents, the monk activates his feather token (whip) and targets spellcasters first with Stunning Fist combined with Medusa’s Wrath.  

Base Statistics Without barkskin and bear’s endurance, the monk’s statistics are AC 32, touch 27, flat-footed 29; hp 113; Fort +16; Constitution 10.
STATISTICS
Strength 18, Dexterity 14, Constitution 14, Intelligence 13, Wisdom 24, Charisma 10

Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)

Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike), Wind Stance

Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14, Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28, Sense Motive +30, Stealth +18

Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body, slow fall any distance, timeless body, wholeness of body

Combat Gear dust of appearance, feather token (whip), potions of barkskin (3), potions of bear’s endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2), potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2); Other Gear masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2, healer’s kit, 130 gp

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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