Variant Armadons

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The following are variants of the Armadon Monster Class, created originally by Shiny and subsequently modified and improved by Mike Lemmer.

These variants are utilized by the dominating society of Cherrax, Dromite queen, and her minions, to better suit their warmounts for particular tasks.

All variant Armadons have the following common characteristics:

  • 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

Devastator Armadon

The Devastator breed-line of Armadons is identical in all respects to the standard Armadon presented in the Armadon Monster Class.

Armadons of the Devastator bloodline-caste have a fearsome suite of offensive options at their disposal, including a poisonous sting, two claws, and a fearsome bite.

Devastator Armadons tend to be large and obviously deadly,with russet chitin and waving antennae.

Farscouter Armadon

The Farscouter breed of Armadon is utilized by the far-ranging spies, scouts, and stealthy warriors of the hive to strike swiftly and precisely against their foes.

Armadons of the Farscouter bloodline-caste are smaller than their fellows (if not by much), and usually have darker, smoother plating. Rather than antennae, they sport bulbous sensory nodes, and, notably, neither claws, fangs, nor stinger; an uninitiated observer would likely conclude the creature is unarmed. Farscouter Armadons usually have multi-jointed limbs which move in disturbingly smooth configurations, appearing almost tentacle-like.

Farscouter Armadons are more skilled, quiet, and discreet than Devastators, but less physically powerful and hardy.


For a Farscouter-caste Armadon, make the following adjustments:

  • +4 Dex, +2 Int.
  • HD and BAB are identical to Devastator-caste Armadons.
  • Farscouter-caste Armadons retain the resistances, feats, immunities, and spell resistance of their Devastator brethren.
  • Whenever a Devastator would gain an enhancement to Strength, a Farscouter gains an enhancement to Dexterity. Whenever a Devastator would gain an enhancement to Constitution, a Farscouter gains an enhancement to Intelligence. Whenever a Devastator would gain a bonus to Dexterity, a Farscouter gains an enhancement to Charisma. Farscouters retain their wisdom bonuses.
  • Saves change as follows: poor Fortitude, good Reflex, good Will.
  • Skills equal to 6+Int mod, x4 first level.
  • Farscouter-caste Armadons do not gain a bite attack, nor claw attacks.
  • Farscouter-caste Armadons do not gain Acid Spray or Poison.
  • Farscouters gain one point of natural armor bonus at first, fourth, seventh, tenth, and thirteenth level, for a total of +5.
  • A Farscouter-caste Armadon gains a new natural attack, its Spines.
  • Farscouters have enhanced senses; in addition to the normal wisdom bonuses granted to the race, they gain a limited ability to sense nearby creatures through the ground.
  • Farscouters apply the Augmented Critical ability to their Spines at thirteenth level.
  • Farscouters gain Intimidate, Search, and Tumble as class skills.


Level HD BAB Fort Ref Will Skill Points Special
1st 1d10 +1 +0 +2 +2 (6+Int mod) x4 Feat, Lawful subtype,Natural armor 1, Stinger 1d4, Piloerection (+4)
2nd 2d10 +2 +0 +3 +3 6+Int mod +2 Cha, Spines 1d6
3rd 3d10 +3 +1 +3 +3 6+Int mod Feat, 2 Spines 1d6, Immunity (acid), Piloerection (+6)
4th 4d10 +4 +1 +4 +4 6+Int mod Ability point, +2 Dex, Natural armor 2
5th 4d10 +4 +1 +4 +4 -- +2 Int, Resistance 5 (fire, elec, sonic, cold), Stinger 2d4, Piloerection (+8)
6th 5d10 +5 +1 +4 +4 6+Int mod Spines 1d8, Immunity (poison)
7th 5d10 +5 +1 +4 +4 -- +2 Dex, Spell resistance (7+CL), Range Increase, Natural armor 3, Piloerection (25% miss chance)
8th 6d10 +6 +2 +5 +5 6+Int mod Feat, +2 Wis, Tremorsense 15
9th 6d10 +6 +2 +5 +5 -- +2 Int, Spines 1d10, Immunity (cold), Piloerection (50% miss chance)
10th 7d10 +7 +2 +5 +5 6+Int mod +2 Dex, Resistance 10 (fire, elec, sonic), Natural Armor 4
11th 7d10 +7 +2 +5 +5 -- +2 Int, Range Increase, 3 Spines 2d6
12th 8d10 +8 +2 +6 +6 6+Int mod Ability point, Immunity (petrification), Tremorsense 30, Piloerection (Hide in Plain Sight)
13th 8d10 +8 +2 +6 +6 -- +2 Dex, Augmented critical (Spines, 18-20/x3)

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

Spines: Armadons of the Farscouter Bloodline-caste can attack enemies at range with a volley of razor-sharp spines extruding from beneath their chitinous plating. These spines deal damage as indicated on the Farscouter Armadon table; 1d6 at first level, increasing to 1d8 at sixth level, 1d10 at ninth level, and 2d6 at eleventh. A Farscouter can, initially, fire only one volley of spines in a round (even if they would otherwise be entitled to iterative attacks); this increases to two at third level, and three at eleventh. Volleys after the first are secondary attacks. In addition, it should be noted that a Farscouter's spines can strike more than one target, if said foes are in close proximity; a Farscouter can, as a standard action, choose to treat its spine attacks as a splash weapon (such as alchemists fire, or acid).

A Farscouter's spines allow it to qualify for ranged-weapon-based feats, such as point blank shot.

Piloerection: The biological process known as piloerection produces, in humans, nothing more than goosebumps. Harnessed by the biological artisans of the hive, however, it can be refined into a potent tool of stealth and camouflage. A Farscouter Armadon can utilize rapid shifting of layers of cuticle spines to mimics its environment, blending in easily and completely. At first level, this produces a +4 bonus to Hide checks, increasing to +6, then +8, at the indicated levels. Highly advanced Farscouters can utilize this ability to subtle phase their shifts, making them appear a little off from their actual location; this produces first a 25% miss chance, then a 50% chance. Finally, very advanced Farscouters can utilize this ability with such complete swiftness and facility that they can disappear under the very eyes of their assailant, gaining the ability to hide in plain sight.

Range Increase: The initial range of a Farscouter's Spine attack is 60ft.; every time the creature gains a range increase, they increase this distance by 30ft., adjusting range penalties accordingly.

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