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Armordillo
A beast covered in carapace of hide and metal.
CR 11; XP 4,800
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +18
Defense
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
hp 149 (13d10+78)
Fort +15; Ref +11; Will +10
Defensive Abilities deflective carapace; DR 10/—; Resist acid 10, cold 10, electricity 10, fire 10, sound 10
Offense
Speed 20 ft., burrow 10 ft.
Melee 2 claws +19 (2d6+7), bite +19 (3d6+7)
CR 11; XP 4,800
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +18
Defense
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
hp 149 (13d10+78)
Fort +15; Ref +11; Will +10
Defensive Abilities deflective carapace; DR 10/—; Resist acid 10, cold 10, electricity 10, fire 10, sound 10
Offense
Speed 20 ft., burrow 10 ft.
Melee 2 claws +19 (2d6+7), bite +19 (3d6+7)
Ranged 2 laser beams +14 touch (6d6 fire)
Special Attacks plasma overcharge (100-ft. cone, 10d10 electricity and fire, DC 21 Ref half)
Statistics
Str 25, Dex 12, Con 20, Int 2, Wis 19, Cha 11
Base Atk +13; CMB +21; CMD 32 (36 vs trip)
Feats Great Fortitude, Iron Will, Lightning Reflexes, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (laser beams)
Special Attacks plasma overcharge (100-ft. cone, 10d10 electricity and fire, DC 21 Ref half)
Statistics
Str 25, Dex 12, Con 20, Int 2, Wis 19, Cha 11
Base Atk +13; CMB +21; CMD 32 (36 vs trip)
Feats Great Fortitude, Iron Will, Lightning Reflexes, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (laser beams)
Skills Perception +18, Stealth +1, Swim +11
Ecology
Environment warm plains and forests
Organization solitary, pair
Treasure standard
Special Abilities
Deflective Carpace (Ex) An armordillo's carpace has a 20% chance of deflecting any ranged touch attacks. The chance increases to 50% while using total defense. Deflected splash weapons still deliver their splash effect.
Environment warm plains and forests
Organization solitary, pair
Treasure standard
Special Abilities
Deflective Carpace (Ex) An armordillo's carpace has a 20% chance of deflecting any ranged touch attacks. The chance increases to 50% while using total defense. Deflected splash weapons still deliver their splash effect.
Laser Beams (Ex) An armordillo has powerful laser beams cybernetically integrated into its eyes, counting them as natural weapons with range incremenet of 50 feet.
Plasma Overcharge (Ex) An armordillo can take a full round action to channel enormous amounts of power into its emitters, using them to create a single sweeping beam of plasma in the following turn, dealing 10d10 points of electric and fire damage in a 100-ft. long cone. A successful Reflex saving throw halves the damage (DC 21). After overcharging its emiters, the armordillo cannot use its laser beams or plasma overcharge for 1d4 rounds but it gains 30 feet enhancement bonus to its land speed for one round. The saving throw DC is Constitution-based.
An armordillo is a genetically-modified, cybernetically-enhanced armadillo. Its technological components seem to be nano-based, forming as the animal grows, allowing these war beasts to breed true.
Armordillos were designed with easy integration of technological control systems, though they don't develop them on their own giving rise to a number of completely feral specimens. While they can be controlled magically, their animalistic intelligence limits their efficient use, unlike proper cybernetic solutions.
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