Difference between revisions of "Armaldo (3.5e Monster)"

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This massive creature looks vaguely related to insects, if insects were 10-15 feet tall. It is covered in an armoured shell, and is in fact an invertebrate, despite this seeming unlikely. It uses its sharp claws to slice bugs open. People, too.
  
 
'''{{Anchor|Augment Critical}}:''' Armaldo’s claws have a critical threat range of 19-20 and deal x3 damage on a critical hit. Their threat range increases to 17-20 at 12 hit dice.
 
'''{{Anchor|Augment Critical}}:''' Armaldo’s claws have a critical threat range of 19-20 and deal x3 damage on a critical hit. Their threat range increases to 17-20 at 12 hit dice.

Revision as of 07:36, 28 July 2012


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Adopter: Quantumboost (talk)
Original Author: Koumei (talk)
Date Created:
Date Adopted: 4/2/2010
Status: Complete
Editing: Spelling and Grammar only
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Armaldo
Size/Type: Large Magical Beast (Bug)
Hit Dice: 10d10+80 (135 hp)
Initiative: +0
Speed: 30 ft., burrow 20 ft., climb 20 ft.
Armor Class: 29 (-1 size +20 natural), touch 9, flat-footed 29
Base Attack/Grapple: +10/+19
Attack: Claw +14 (1d8+6, 19-20/x3)
Full Attack: 2 Claws +14 (1d8+6, 19-20/x3) and Tail +14 (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ancient Power, Augment Critical (Claw), Fury Cutter, Metal Claw, Predatory
Special Qualities: Damage Reduction 5/—, Harden
Saves: Fort +15, Ref +7, Will +9
Abilities: Str 22, Dex 10, Con 26, Int 6, Wis 14, Cha 6
Skills:
Feats: Multiattack, Improved Natural Attack (Claw), Improved Multiattack, Power Attack
Environment: Temperate or Warm Aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Usually Neutral
Advancement: 11-13 (Large), 14-19 (Huge), 20 (Gargantuan)
Level Adjustment:


This massive creature looks vaguely related to insects, if insects were 10-15 feet tall. It is covered in an armoured shell, and is in fact an invertebrate, despite this seeming unlikely. It uses its sharp claws to slice bugs open. People, too.

Augment Critical: Armaldo’s claws have a critical threat range of 19-20 and deal x3 damage on a critical hit. Their threat range increases to 17-20 at 12 hit dice.

Damage Reduction (Ex): Armaldo has Damage Reduction equal to half its hit dice.

Harden (Ex): If Armaldo takes a full defense action, its natural armor bonus improves by 4 points for three rounds. Multiple full defenses do not stack.

Metal Claw (Ex): As a Swift action, Armaldo may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 2d6+14 damage.

Fury Cutter (Ex): Armaldo may make a sudden burst of speed, slashing away with full force. This is a full round action, and grants two additional claw attacks (for a total of 4), though all are at a -2 penalty. At 16 hit dice, Armaldo gains a total of four additional claw attacks when using Fury Cutter.

Predatory (Ex): Armaldo remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.

Advancement

An Armaldo gains further powers as it advances, and receives the following attacks:

Crush Claw (Ex): At 18 HD, as a Full Attack when in a Grapple, Armaldo may make 2 claws attacks, each dealing +6d6 slashing damage.

Venom (Ex): An Armaldo with 18 or more hit dice may secrete a venom onto its claws as a Swift action. This poison deals 1d8 Strength damage for both primary and secondary damage. Each claw carries a single dose, which lasts for one round or until used.


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Back to Main Page3.5e HomebrewMonsters
AdopterQuantumboost +
AlignmentUsually Neutral +
AuthorKoumei +
Challenge Rating10 +
EnvironmentTemperate or Warm Aquatic +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeBug +
TitleArmaldo +
TypeMagical Beast +