Note: This NPC was originally written as part of the Roadside Ambush encounter, found here.
Male human monk 8/ ranger 2: CR 10; Medium humanoid (human); Hit Dice 10d8+10; 50 hp; Init +6; Spd 50 ft. (10 squares); AC 18 (+2 Dex, +2 Wis, +2 armor, +2 monk), 16 touch, 16 flat-footed; BAB/Grapple +8/+13; Atk +11 melee (2d6+1, unarmed strike); Full atk +11 melee (2d6+1, unarmed strike) and +6 melee (2d6+1, unarmed strike) or +9 melee (2d6+1, unarmed strike) and +9 melee (2d6+1, unarmed strike) and +4 melee (2d6+1, unarmed strike) or +7 melee (2d6+1, unarmed strike) and +7 melee (2d6+1, unarmed strike) and +7 melee (2d6, unarmed strike) and +2 melee (2d6+1, unarmed strike); SA flurry of blows, stunning fist (9/day); SQ evasion, fast movement, ki strike (magic), purity of body, slow fall (40 ft.), still mind, wholeness of body; AL LE; SV Fort +10, Reflex +11, Will +8; Str 12, Dex 14, Con 12, Int 13, Wis 15, Cha 8.
Skills and Feats: Balance +6 (4 monk, +2 Dex), Climb +5 (4 monk, +1 Str), Concentration +5 (4 monk, +1), Escape Artist +6 (4 monk, +2 Dex), Hide +9 (7 monk, +2 Dex), Jump +5 (4 monk, +1 Str), Knowledge (dungeoneering) +3 (2 ranger, +1 Int), Knowledge (nature) +3 (2 ranger, +1 Int), Listen +10 (8 monk, +2 Wis), Move Silently +9 (7 monk, +2 Dex), Search +6 (5 ranger, +1 Int), Sense Motive +7 (5 monk, +2 Wis), Spot +10 (8 monk, +2 Wis), Survival +7 (5 ranger, +2 Wis), Tumble +13 (11 monk, +2 Dex); Combat Reflexes, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (unarmed).
Combat Style (Ex): Jarell Khairn has selected two-weapon combat. He gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Jarell Khairn gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against orcs. He gets the same bonus on weapon damage rolls against orcs.
Ki Strike (Su): Jarell Khairn’s unarmed attacks count as magic weapons for the purposes of overcoming damage resistance.
Wild Empathy (Ex): Jarell Khairn can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+1, or 1d20-3 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Languages: Common, Orc
Possessions: Bracers of armor +2, monk’s belt, monk’s outfit.
Weight: 187 lbs
Eyes: A fierce dark brown.
Hair: Shaved, though it can sometimes be a week or two before he shaves again.
Skin: Dark mahogany brown stretched tight over hard muscles.
Jarell Khairn is a quiet, brooding man. He seems to exude an aura that warns others not to bother him, and looks perpetually irritated. This didn’t stop many of the orcs in Houge Krahl’s band from trying when he first showed up, but though they may have initially laughed at his lack of weapons, every one of them maintains a respectful distance from him whenever possible. When he initially stumbled on the orc warband, Jarell was forced to fight for their amusement. After killing several strong warriors with his bare hands, the warchief, Houge Krahl set him free, proclaiming him a great warrior. Jarell chose to stay and since then, has been like Houge Krahl’s shadow, watching his back and helping prevent his assassination.
Jarell Khairn has neither the need or want of weapons. If possible, he will attempt to ambush an opponent from hiding, using his Stunning Fist feat to set the opponent up for Houge Krahl to skewer. If ambushing a target is not possible, he will instead become a whirling dervish of limbs, throwing fists and feet, knees and elbows, shoulders and even the occasional headbutt in a frenzy, trying to beat his way through his opponents before they have a chance to react. Often, the first attack he makes in a full attack action will be a Stunning Fist attempt to make it easier for the rest of his blows to land.
Against more than one opponent, Jarell may use his flurry of blows to cause damage, but if he and Houge Krahl are outnumbered, he’s likely to attempt a series of trip attempts instead, using his Improved Trip feat to put his enemies on the ground where he and his companion can more easy deal with them as they lie prone and as they try to stand. If an opponent wanders too close and provokes an attack of opportunity, Jarell almost always makes a trip attempt, trying not only to hurt them, but to halt their movement as well.