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Kojin Astrologist (CR 7)

XP 3,200
Kojin Astrologian 7
NE Medium Humanoid (Kojin, Reptilian)
Init +11; Senses Water Sense, Low-light vision; Perception +15


AC 16, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 natural, +1 deflect)
hp 35 [56] (7d6+14)
mp 33
Fort +4, Ref +5, Will +10
Defensive Abilities Hide in Shell, Shell; Resist Water 5;


Speed 30 ft., Swim 30 ft.
Melee Wakizashi +4 (1d6+1/18-20)
Ranged Water Power Rod +6 (1d4+5 water dmg) or Star Globe +6 touch (1d4+5 non-elemental dmg)
Special Abilities Astrology Secrets (Guiding Star, Starlight Agility), Draw (14/day), Lightspeed (8/day), Prescience (8/day), Royal Road
Spells Known (Astrologian CL 7th, Concentration +12)

At will (DC 15) – Burst of Light, Daze, Detect Magic, Guidance, Read Magic, Resistance
1st (DC 16) – Anticipate Peril, Cure, Deprotect, Deshell, Fearna, Mage Armor, Protect, Regen
2nd (DC 17) – Aid, Cure II, Future’s Boon, Silence
3rd (DC 18) – Barrier, Cura, Cure III, Dispel
4th (DC 19) – Esuna, Mithra’s Grace


Str 12, Dex 16, Con 14, Int 12, Wis 20, Cha 8
Base Atk +3; CMB +4; CMD 13
Feats Dodge, Empower Spell, Extend Spell, Extra Draw, Extra MP, Improved Initiative
Skills Appraise +10, Fly +13, Heal +15, Perception +15, Spellcraft +10; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Kojin, Orc
SQ Clear Mind, Eastern Weapon Familiarity, Essential Dignity, Forewarned, Natural Swimmers, Skilled Traders, Spell Proficiency, The Heavenly Paths
Gear cure potion (3), wakizashi, water power rod, 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.