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|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||14d10+98 (175 hp)|
|Initiative:||+3 (+3 Dex)|
|Armor Class:||31 (+3 Dex, +6 natural, +12 Tough Muscle), touch 13, flat-footed 28|
|Attack:||Slam +26 melee (2d6+12)|
|Full Attack:||Slam +26 melee (2d6+12)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Cross Chop, Vital Throw, Spell-Like Abilities, Rock Throwing|
|Special Qualities:||Carrying Capacity, Tough Muscles, Powerful Build, Four Arms|
|Saves:||Fort +17, Ref +14, Will +3|
|Abilities:||Str 34, Dex 16, Con 22, Int 8, Wis 8, Cha 10|
|Feats:||Improved Grapple, Improved Toughness, Improved Natural Attack (Slam)B, Great Fortitude, Improved Critical (Slam), Lightning Reflexes|
|Organization:||Solitary or dojo (1-2 Machamps, 2-3 Machokes, 10 Machops)|
|Advancement:||15-17 HD (Medium), 18-20 HD (Large)|
[[Description::This four-armed humanoid is tough-looking. Its skin is a light grey, and it's covered in slabs of flat, hard, functional athlete's muscle, giving its appearance a mix of strength and grace. It's currently throwing rocks so far the landing point can't be seen.]]
Four Arms (Ex): A Machamp does not take attack penalties for using all four arms during an attack. He also applies at least his full Strength modifier to any strike he makes. While a Machamp is one of the kings of multi-armed combat and motion, expect a Machamp to regularly break furniture and dishes and the like.
Cross Chop (Ex): A Machamp may make a powerful slam with each of its four hands as a standard action. Each hand that successfully hits does 3d6 + 1.5 Str damage (threat range 15-20 / x3).
Vital Thow (Ex): If Machamp successfully grapples an opponent, he may throw them as a standard action. The target gets no saving throw; they should have known better than to let themselves be grappled by a Machamp. They travel 20 feet for every point of Strength bonus, and can be hurled upward, horizontally (towards another person as a thrown weapon, even), or down.
If hurled up, they travel the distance upwards and then fall and take appropriate falling damage.
When thrown away, they travel the distance in a low arc and, should they hit something or someone, inflict and take 1d6 damage for each 5 feet they had left in their movement.
If thrown into the ground, they take full falling damage as if they'd fallen from the absolute height of a Machamp's vertical throw. This even works on winged creatures.
Tough Muscles (Ex): Machamp adds its Strength bonus to its Natural Armor bonus.
Rock Throwing (Ex): Machamp gets Rock Throwing as a Giant of his Strength.
Powerful Build (Ex): Whenever it would be to his advantage, a Machamp counts as a size larger for Grapple, Trip, Bullrush, Overrun, and lifting effects.
Carrying Capacity (Ex): A Machamp counts as a size larger for lifting, carrying and encumbrance. Yes, this is even on top of Powerful Build.
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