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Kojin Assassin (CR 9)

XP 6,400
Kojin Ninja 9
NE Medium Humanoid (Kojin, Reptilian)
Init +8; Senses Water Sense, Low-light vision; Perception +12


AC 22, touch 18, flat-footed 15 (+3 Wis, +4 Dex, +1 natural, +3 AC Bonus, +1 deflect)
HP 76 [108] (9d8+36)
Fort +7, Reflex +10, Will +6;
Defensive Abilities Hide in Shell, Improved Uncanny Dodge, Shell, Uncanny Dodge; Resist Water 5;


Speed 30 ft., Swim 30 ft.
Melee +1 Katana +11/+6 (1d8+4/18-20)
Ranged Shuriken +10/+5 (1d2+3)
Special Attacks Sneak Attack +5d6
Special Abilities Ki Pool (9 pts), Ninjutsu (Concealment, Ghost Step, Ki Blade, Shadow Clone), Poison Use


Str 16, Dex 18, Con 18, Int 14, Wis 16, Cha 8
Base Atk +6/+1; CMB +9; CMD 27
Feats Combat Expertise, Extra Ki, Improved Initiative, Power Attack, Weapon Focus (Katana)
Skills Acrobatics +13, Bluff +12, Climb +12, Diplomacy +12, Disable Device +13, Escape Artist +13, Knowledge (local) +11, Perception +12, Sleight of Hand +13, Stealth +13; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Giant, Kojin, Orc
SQ AC Bonus, Eastern Weapon Familiarity, Light Steps, Natural Swimmers, Ninja Tricks (Bleeding Attack, Deadly Range, Palm Throw, Shadow Duplicate), No Trace +3, Skilled Traders
Gear cure potion (4), +1 katana, shuriken (10), ring of protection +1


Eastern Weapon Familiarity (Ex)

Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.

Hide in Shell (Ex)

As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Natural Swimmers (Ex)

Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.

Shell (Ex)

Kojins have a natural armor bonus of +1.

Skilled Traders (Ex)

Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Water Sense (Ex)

Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.