Armadon Monster Class

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Armadon Monster Class (Final)

The following was originally created by Shiny; the estimable Mike Lemmer is responsible for this, the expanded and completed version.

Armadons are formian warbeasts, born and bred to serve as frontline shocktroops. Some of them also serve as warmounts, forming strong bonds with their riders.

Armadons possess the following racial traits:

  • +4 Str, +2 Con.
  • Type: Magical Beast
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks.
  • Quadruped. Lifting and carrying limits 3x those of Medium biped creatures.
  • An armadon's base land speed is 40 feet.
  • Armadons do not need to sleep. They do need to breathe and eat.
  • Immunity to sleep spells and effects, like elves.
  • Hivemind: Armadons are in constant mental contact with any formians within 50 feet. It is aware of danger if any in the hive mind are. If one is not flat-footed, none of them are. No formian in the hive mind is considered flanked unless they all are.
  • Rider Bond: Armadons form an empathic bond with their rider. An armadon's rider gains a +5 bonus on any Ride check to control their mount. This bond may strengthen with time.
  • Darkvision out to 60 feet.
  • Automatic Languages: Terran, Common. Armadons can't speak, but can understand spoken languages. They are illiterate.
  • Favored Class: Armadon

Class Skills: The armadon's Class Skills (and the key ability for each) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).
Due to their Large size, armadons take a -4 penalty to Hide checks.

Level HD BAB Fort Ref Will Skill Points Special
1st 1d10 +1 +2 +2 +0 (2+Int mod) x4 Feat, Lawful subtype, Bite 1d8, Natural armor 3
2nd 2d10 +2 +3 +3 +0 2+Int mod +2 Dex, Natural armor 6
3rd 3d10 +3 +3 +3 +1 2+Int mod Feat, Acid spray 1d8 (10' line), Immunity (acid)
4th 4d10 +4 +4 +4 +1 2+Int mod Ability point, +2 Str, 2 Claws 1d8
5th 4d10 +4 +4 +4 +1 -- +2 Con, Natural armor 9, Resistance 5 (fire, elec, sonic, cold)
6th 5d10 +5 +4 +4 +1 2+Int mod Sting 1d4, Poison (1d3 Str/1d3 Str), Immunity (poison)
7th 5d10 +5 +4 +4 +1 -- +2 Str, Spell resistance (7+CL), Acid spray 2d8 (15' line)
8th 6d10 +6 +5 +5 +2 2+Int mod Feat, +2 Wis, Natural armor 12
9th 6d10 +6 +5 +5 +2 -- +2 Con, Bite 2d6, Immunity (cold)
10th 7d10 +7 +5 +5 +2 2+Int mod +2 Str, Resistance 10 (fire, elec, sonic)
11th 7d10 +7 +5 +5 +2 -- +2 Con, Natural armor 15, Acid spray 3d8 (20' line)
12th 8d10 +8 +6 +6 +2 2+Int mod Ability point, Sting 2d4, Poison (1d6 Str, 1d6 Str), Immunity (petrification)
13th 8d10 +8 +6 +6 +2 -- +2 Str, Augmented critical (bite, 19+/x3)

Bite: An armadon's primary natural weapon. It uses its bite in its standard attack. Its Strength modifier is added to damage. This attack is Lawful-aligned.
Claws: Starting at 4th level, an armadon can also use two claws in a full attack. Half its Strength modifer is added to damage. This attack is Lawful-aligned.
Sting: Starting at 6th level, an armadon can also use a tail stinger in a full attack. Half its Strength modifier is added to damage. On a successful hit, it also poisons its target (see below). This attack is Lawful-aligned.
Poison (Ex): An armadon delivers its poison with each successful sting attack, causing Str damage. A Fort save negates the poison (DC 10 + 1/2 racial HD + Con mod).
Acid Spray (Ex): Starting at 3rd level, an armadon can spit a stream of acid from its mouth, hitting everyone in a line for acid damage. A successful Reflex save halves the damage (DC 10 + 1/2 racial HD + Con mod). Once an armadon uses this ability, it can't use it again for 1d4 rounds.
Spell Resistance (Ex): Starting at 7th level, an armadon gains spell resistance equal to 7 + class level.
Augmented Critical (Ex): Starting at 13th level, an armadon's bite threatens a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.

A 5th-Level Armadon

For A Storm is Coming, the PCs' mounts are one level behind the PCs. Therefore, our 6th-level PCs have 5th-level mounts. Our armadon mounts use the Elite Array (15, 14, 13, 12, 10, 8) to determine initial stats. They roll HP like PCs. (Max HP 1st level, roll for the rest.)

The stats for a 5th-level armadon PC mount are:

HD: 4d10 (10+3d10+(Con mod x4))
BAB: +4
Saves: Fort +4, Reflex +4, Will +1
Feats: 2 (from HD)
Abilities: Elite array, +6 Str, +4 Con, +2 Dex, +1 to any (from HD)
Skill points: (2+Int mod) x7, max ranks 7/3.5
Natural attacks: Bite 1d8+Str mod (primary), 2 Claws 1d8+half Str mod (round down)
Special attacks: Acid spray 1d8 (10' line, Ref DC 12+Con mod, cooldown 1d4 rounds)
Special defenses: Natural armor +9, resistance 5 (fire, elec, sonic, cold), immunity (acid)

Carrying Capacity

An armadon can carry up to 3x the weight listed on the PHB's Carrying Capacity table (p.162) since it's a large quadruped. For your convenience, the modified light load for an armadon is listed below.

Strength Light Load
14 174 lb.
15 188 lb.
16 228 lb.
17 258 lb.
18 300 lb.
19 348 lb.
20 396 lb.
21 459 lb.
22 519 lb.

It can carry up to twice its light load as a medium load, or up to 3x its light load as a heavy load. It can carry up to twice its heavy load, but it can only move 5 feet a round (as a full-round action).

Original Version

Starting Ability Score Adjustments: +4 Str, +3 Con, +1 Dex
Speed: Armadon land speed is 40'.
Carrying Capacity: As large quadrupeds, Armadons can carry 3x the listed Carrying Capacity for their Strength. (PHB 162)
Care & Feeding: Armadons need to eat & breathe, but don't sleep.
Darkvision: Armadons can see in the dark up to 60'.
Automatic Languages: Formian and Common. Armadons do not speak, but can understand mental commands from its rider.
Favored Class: Armadon

Class Skills: The Armadon's Class Skills (and the key ability for each) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).

Level HD BAB Fort Ref Will Skill Points CR Special
1st 1d10 +1 +2 +2 +0 (2+Int mod) x4 1 Lawful subtype, Feat, Large size, Immunity (petrification), Resistances (fire 5, elec 5, sonic 5), Hive Mind, 2 Claws 1d8
2nd 2d10 +2 +3 +3 +0 2+Int mod 2 Multiattack, Acid Blast (least), Bite 1d6, Immunity (acid)
3rd 3d10 +3 +3 +3 +1 2+Int mod 3 Feat, Augmented Critical (bite), Natural armor 5, Sting 2d4 (poison 1d4 Str, 1d4 Str), Wis +1
4th 4d10 +4 +4 +4 +1 2+Int mod 4 Acid Blast (lesser), Immunity (cold), Resistances (fire 10, elec 10, sonic 10), Str +4, Con +2, Dex +1, Spell Resistance 10
5th 5d10 +5 +4 +4 +1 2+Int mod 5 Natural armor 10, Wis +1, Bite 2d6
6th 6d10 +6 +5 +5 +2 2+Int mod 6 Feat, Acid Blast (greater), Immunity (poison), Resistances (fire 20, elec 20, sonic 20), Sting 2d4 (poison 1d6 Str, 1d6 Str)
7th 7d10 +7 +5 +5 +2 2+Int mod 7 Natural armor 15, Str +4, Con +3, Dex +1
8th 8d10 +8 +6 +6 +2 2+Int mod 8 Improved Natural Attack, Spell Resistance 20

Hive Mind (Ex): An Armadon is in constant mental communication with any formians within 50'. It is aware of danger if any in the hive mind are. If one is not flat-footed, none of them are. No formian in the hive mind is considered flanked unless they all are.
Acid Blast (Ex): An Armadon can shoot acid from blisters near its tail. Once an armadon uses this ability, it can't use it again for 1d4 rounds. A successful Reflex save halves the damage (DC 10 + 1/2 racial HD + Con mod).
Least: 1d8 acid in a 10' line.
Lesser: 2d6 acid in a 15' line.
Greater: 3d8 acid in a 20' line.
Poison (Ex): An Armadon delivers its poison with each successful sting attack, causing Str damage. A Fort save negates the poison (DC 10 + 1/2 racial HD + Con mod).

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