|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||10d10+60 (95 hp)|
|Initiative:||+2 (+2 Dex)|
|Armor Class:||24 (+2 Dex, +4 natural, +8 Tough Muscle), touch 12, flat-footed 22|
|Attack:||Slam +18 melee (1d8+7)|
|Full Attack:||Slam +18 melee (1d8+7)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Cross Chop, Vital Throw, Rock Throwing|
|Special Qualities:||Carrying Capacity, Tough Muscles|
|Saves:||Fort +12, Ref +7, Will +1|
|Abilities:||Str 26, Dex 14, Con 20, Int 5, Wis 6, Cha 8|
|Feats:||Improved Unarmed StrikeB, Improved Grapple, Improved Toughness, Two-Weapon Fighting, Great Fortitude, Improved Natural Attack (Slam)B|
|Organization:||Solitary or Minor Dojo (2-3 Machokes and 6-9 Machops)|
|Advancement:||11-13 HD (Medium), 14+ Machamp|
[[Description::This creature is more or less humanoid, with purplish-gray skin and broad-chested, thick-armed build and it seems to be wearing a belt with an tastelessly large buckle. It's currently practicing karate chops, with hands so large the fingers bear a certain resemblance to bananas]]
Cross Chop (Ex): As a standard action, Machoke performs a devastating strike with both hands, augmenting his slam attack. He takes no attack penalty for using both hands, and each hand does 2d6 + 1.5x Strength modifier damage (threat range 15-20 / x2).
Rock Throwing (Ex): Machoke gets Rock Throwing as a Giant of his Strength.
Carrying Capacity (Ex): Machoke’s lifting and carrying capacity is quadruple what it would otherwise be.
Tough Muscles (Ex): Machoke adds its Strength bonus to its Natural Armor bonus.
Vital Thow (Ex): If Machoke 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 Machoke. They travel 10 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 Machoke's vertical throw. This even works on winged creatures.
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