Wikia

Dungeons and Dragons Wiki

Machamp (3.5e Monster)

Talk0
9,545pages on
this wiki
Revision as of 16:18, April 7, 2010 by Quantumboost (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Created By
Genowhirl (talk)
Date Created: 10/10/2008
Status: Complete
Editing: Spelling and Grammar only


Machamp
Size/Type: Medium Magical Beast
Hit Dice: 14d10+98 (175 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
Armor Class: 31 (+3 Dex, +6 natural, +12 Tough Muscle), touch 13, flat-footed 28
Base Attack/Grapple: +14/+34
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
Skills:
Feats: Improved Grapple, Improved Toughness, Improved Natural Attack (Slam)B, Great Fortitude, Improved Critical (Slam), Lightning Reflexes
Environment: Mountains
Organization: Solitary or dojo (1-2 Machamps, 2-3 Machokes, 10 Machops)
Challenge Rating: 14
Treasure: Standard.
Alignment: Neutral
Advancement: 15-17 HD (Medium), 18-20 HD (Large)
Level Adjustment:


Combat

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.


Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
Back to Main Page3.5e HomebrewMonsters
Advertisement | Your ad here

Around Wikia's network

Random Wiki