Machoke (3.5e Monster)
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| Genowhirl (talk) | |
|---|---|
| Date Created: | 10/10/2008 |
| Status: | Complete |
| Editing: | Spelling and Grammar only |
| Machoke | |
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| Size/Type: | Medium Magical Beast |
| Hit Dice: | 10d10+60 (95 hp) |
| Initiative: | +2 (+2 Dex) |
| Speed: | 30 ft. |
| Armor Class: | 24 (+2 Dex, +4 natural, +8 Tough Muscle), touch 12, flat-footed 22 |
| Base Attack/Grapple: | +10/+24 |
| 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 |
| Skills: | — |
| Feats: | Improved Unarmed StrikeB, Improved Grapple, Improved Toughness, Two-Weapon Fighting, Great Fortitude, Improved Natural Attack (Slam)B |
| Environment: | Mountains |
| Organization: | Solitary or Minor Dojo (2-3 Machokes and 6-9 Machops) |
| Challenge Rating: | 10 |
| Treasure: | Standard. |
| Alignment: | Neutral |
| Advancement: | 11-13 HD (Medium), 14+ Machamp |
| Level Adjustment: | — |
Combat
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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