While animals are still animals, I'd imagine for animals to compete in an epic environment, they would have to evolve. I set out to create an animal that evolved naturally. No magic, no psionics, no supernatural nonsense...just an animal. Using the v5 Challenge Rating Document I created this little horror.
If you're having trouble picturing it...just envision something that resembles the bastard child of Armadon from Primal Rage and a Fang Dragon...just smaller and more terrifying.
Although it possesses Frightful Presence, it is primarily used to send weaker prey scattering. This gives it more of an idea of what might make a tastier meal. The tougher it is...the more likely an armathrax is to want to eat it.
It's sound imitation ability is used primarily for mating purposes. They trick one another into believing there is some sort of prey in the area. Then...surprise [self-censored]. Their interactions with one another are often violent and sometimes even deadly.
Their HD is 8 as a result of their extreme density. I calculate HD based upon a natural creature's weight using Krusty's size charts.
I also didn't use the Silver or Golden rules.
<style type="text/css">p { margin-bott</style>Armathrax
Medium Animal
Hit Dice: 8d8+248 (288 hp)
Initiative: +26 (+22 Dex, +4 Improved Initiative)
Speed: 60 ft., burrow 30 ft, climb 60 ft., swim 60 ft.
Armor Class: 49 (+22 Dex, +17 natural), touch 32, flat-footed 27
Base Attack/Grapple: +6/+31
Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness))
Full Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness)) or horns +31 melee (4d8+25), 2 claws +29 melee (2d8+12/18-20 (x3 plus sharpness)), and tail slap +29 melee (8d6+12) or tail blades +29 melee (8d6+12/18-20 (x3 plus sharpness))
Space/Reach: 5 ft./5 ft. (10 ft. with tail slap or tail blades)
Special Attacks: Augmented critical, constrict (8d6+25), improved grab, pounce, powerful charge (8d8+50), rake (2d8+12/18-20 (x3 plus sharpness)), sharpness, stunning roar, trip
Special Qualities: Blindsight 300 ft., damage reduction 5/-, darkvision 60 ft., fast healing 5, frightful presence, immunities, increased damage, lowlight vision, powerful build, resistances, scent, sound imitation, spines (4d6), stability, tremorsense 60 ft., virtual size categories 3
Saves: Fort +28, Ref +37, Will +3
Abilities: Str 60, Dex 54, Con 72, Int 2, Wis 12, Cha 10
Skills: Balance +30, Climb +33, Hide +26, Jump +33, Listen +12, Move Silently +26, Search +13, Spot +12, Swim +33
Feats: Alertness, Improved Initiative, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 24
Alignment: Always neutral
Advancement: -
Level Adjustment: +29
Armathrax are dense, powerful, semi-bipedal, slenderly muscular, carnivorous, reptilian creatures.
Armathrax are capable of standing upright, possess opposable thumbs, and can mimic sounds or even speech.
The average armathrax is 6 ft. in length (not including it's 12 ft. tail) and weighs 6,720 pounds.
Combat
Augmented Critical (Ex): An armathrax's bite, claws, and tail blades threaten a critical hit on a natural attack roll of 18-20, dealing triple damage and severing a random extremity (see the armathrax's Sharpness special attack) on a successful critical hit.
Frightful Presence (Ex): A armathrax can unsettle foes with its mere presence. The ability takes effect automatically whenever the armathrax attacks, charges, roars, or snarls. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the armathrax. A potentially affected creature that succeeds on a Will save (DC 14) remains immune to that armathrax's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Armathrax ignore the frightful presence of other armathrax.
Immunities (Ex): An armathrax is immune to disease and poison.
Improved Grab (Ex): To use this ability, an armathrax must hit with a bite, claw, or tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake (bite or claw attack) or constrict (tail slap attack).
Increased Damage (Ex): Because of their sharp claws, fangs, horns, scales, spines, and tail blades; armathrax deal damage as if they were one size category larger. This ability does stack with the armathrax's virtual size categories. However, it does not enable the armathrax to use attack forms normally not allowed to a creature of it's size.
Pounce (Ex): If an armathrax charges or leaps upon a foe during it's first round of combat, it can make a full attack even if it has already taken a move action.
Powerful Build (Ex): The physical stature of an armathrax lets it function in many ways as if it were one size category larger. Whenever an armathrax is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the armathrax is treated as one size larger if doing so is advantageous to it. An armathrax is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. An armathrax can use weapons designed for a creature one size larger without penalty. However, it's space and reach remain those of a creature of it's actual size. The benefits of this racial trait stack with the effects of abilities, powers, and spells that change the subject's size category.
Resistances: An armathrax has the following resistances:
- Energy Resistance (Ex): An armathrax has acid, cold, electricity, fire, and sonic resistance 5.
- Extremity Loss Resistance (Ex): An armathrax's thick bony carapace protects it's extremities and provides resistance from effects that could normally sever them, such as a sharpness weapon. When an armathrax would otherwise lose an extremity, it instead makes a fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Strength modifier). On a failed save, the armathrax's extremity leaves it's body normally, but on a successful save, the armathrax is unaffected by the severing. An armathrax dies when beheaded.
Sharpness (Ex): An armathrax that critically hits with a target with a bite, claw, or tail blades attack severs one of the target's extremities. Roll a d10 to determine the severed extremity: D10 result: 1-2: Head, 3-4: Left arm, 5-6: Right arm, 7-8: Left leg, 9-10: Right leg.
Sound Imitation (Ex): An armathrax can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 14) to detect the ruse. The save DC is Charisma-based.
Spines (Ex): An armathrax is covered with sharp, thorn-like spines. An opponent that hits it with a natural weapon or an unarmed attack automatically takes 4d6 points of piercing damage.
Stability (Ex): A armathrax gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stunning Roar (Ex): Every 1d4 rounds, an armathrax can loose a sonic attack of such volume that it stuns all creatures in a 30-foot spread for 1d4 rounds if they fail a fortitude saving throw (DC 45). The DC is Constitution-based.
Trip (Ex): An armathrax that hits with a bite, claw, tail slap, or tail blades attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the armathrax.
Skills: Armathrax have a +4 racial bonus on Hide and Move Silently checks. Armathrax have a +8 racial bonus on Balance, Climb, Listen, Jump, Search, and Spot checks. An armathrax can always choose to take 10 on a Climb check, even if rushed or threatened. An armathrax has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
If you're having trouble picturing it...just envision something that resembles the bastard child of Armadon from Primal Rage and a Fang Dragon...just smaller and more terrifying.
Although it possesses Frightful Presence, it is primarily used to send weaker prey scattering. This gives it more of an idea of what might make a tastier meal. The tougher it is...the more likely an armathrax is to want to eat it.
It's sound imitation ability is used primarily for mating purposes. They trick one another into believing there is some sort of prey in the area. Then...surprise [self-censored]. Their interactions with one another are often violent and sometimes even deadly.
Their HD is 8 as a result of their extreme density. I calculate HD based upon a natural creature's weight using Krusty's size charts.
I also didn't use the Silver or Golden rules.
<style type="text/css">p { margin-bott</style>Armathrax
Medium Animal
Hit Dice: 8d8+248 (288 hp)
Initiative: +26 (+22 Dex, +4 Improved Initiative)
Speed: 60 ft., burrow 30 ft, climb 60 ft., swim 60 ft.
Armor Class: 49 (+22 Dex, +17 natural), touch 32, flat-footed 27
Base Attack/Grapple: +6/+31
Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness))
Full Attack: Bite +31 melee (4d8+25/18-20 (x3 plus sharpness)) or horns +31 melee (4d8+25), 2 claws +29 melee (2d8+12/18-20 (x3 plus sharpness)), and tail slap +29 melee (8d6+12) or tail blades +29 melee (8d6+12/18-20 (x3 plus sharpness))
Space/Reach: 5 ft./5 ft. (10 ft. with tail slap or tail blades)
Special Attacks: Augmented critical, constrict (8d6+25), improved grab, pounce, powerful charge (8d8+50), rake (2d8+12/18-20 (x3 plus sharpness)), sharpness, stunning roar, trip
Special Qualities: Blindsight 300 ft., damage reduction 5/-, darkvision 60 ft., fast healing 5, frightful presence, immunities, increased damage, lowlight vision, powerful build, resistances, scent, sound imitation, spines (4d6), stability, tremorsense 60 ft., virtual size categories 3
Saves: Fort +28, Ref +37, Will +3
Abilities: Str 60, Dex 54, Con 72, Int 2, Wis 12, Cha 10
Skills: Balance +30, Climb +33, Hide +26, Jump +33, Listen +12, Move Silently +26, Search +13, Spot +12, Swim +33
Feats: Alertness, Improved Initiative, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 24
Alignment: Always neutral
Advancement: -
Level Adjustment: +29
Armathrax are dense, powerful, semi-bipedal, slenderly muscular, carnivorous, reptilian creatures.
Armathrax are capable of standing upright, possess opposable thumbs, and can mimic sounds or even speech.
The average armathrax is 6 ft. in length (not including it's 12 ft. tail) and weighs 6,720 pounds.
Combat
Augmented Critical (Ex): An armathrax's bite, claws, and tail blades threaten a critical hit on a natural attack roll of 18-20, dealing triple damage and severing a random extremity (see the armathrax's Sharpness special attack) on a successful critical hit.
Frightful Presence (Ex): A armathrax can unsettle foes with its mere presence. The ability takes effect automatically whenever the armathrax attacks, charges, roars, or snarls. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the armathrax. A potentially affected creature that succeeds on a Will save (DC 14) remains immune to that armathrax's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Armathrax ignore the frightful presence of other armathrax.
Immunities (Ex): An armathrax is immune to disease and poison.
Improved Grab (Ex): To use this ability, an armathrax must hit with a bite, claw, or tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake (bite or claw attack) or constrict (tail slap attack).
Increased Damage (Ex): Because of their sharp claws, fangs, horns, scales, spines, and tail blades; armathrax deal damage as if they were one size category larger. This ability does stack with the armathrax's virtual size categories. However, it does not enable the armathrax to use attack forms normally not allowed to a creature of it's size.
Pounce (Ex): If an armathrax charges or leaps upon a foe during it's first round of combat, it can make a full attack even if it has already taken a move action.
Powerful Build (Ex): The physical stature of an armathrax lets it function in many ways as if it were one size category larger. Whenever an armathrax is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the armathrax is treated as one size larger if doing so is advantageous to it. An armathrax is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. An armathrax can use weapons designed for a creature one size larger without penalty. However, it's space and reach remain those of a creature of it's actual size. The benefits of this racial trait stack with the effects of abilities, powers, and spells that change the subject's size category.
Resistances: An armathrax has the following resistances:
- Energy Resistance (Ex): An armathrax has acid, cold, electricity, fire, and sonic resistance 5.
- Extremity Loss Resistance (Ex): An armathrax's thick bony carapace protects it's extremities and provides resistance from effects that could normally sever them, such as a sharpness weapon. When an armathrax would otherwise lose an extremity, it instead makes a fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Strength modifier). On a failed save, the armathrax's extremity leaves it's body normally, but on a successful save, the armathrax is unaffected by the severing. An armathrax dies when beheaded.
Sharpness (Ex): An armathrax that critically hits with a target with a bite, claw, or tail blades attack severs one of the target's extremities. Roll a d10 to determine the severed extremity: D10 result: 1-2: Head, 3-4: Left arm, 5-6: Right arm, 7-8: Left leg, 9-10: Right leg.
Sound Imitation (Ex): An armathrax can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 14) to detect the ruse. The save DC is Charisma-based.
Spines (Ex): An armathrax is covered with sharp, thorn-like spines. An opponent that hits it with a natural weapon or an unarmed attack automatically takes 4d6 points of piercing damage.
Stability (Ex): A armathrax gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stunning Roar (Ex): Every 1d4 rounds, an armathrax can loose a sonic attack of such volume that it stuns all creatures in a 30-foot spread for 1d4 rounds if they fail a fortitude saving throw (DC 45). The DC is Constitution-based.
Trip (Ex): An armathrax that hits with a bite, claw, tail slap, or tail blades attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the armathrax.
Skills: Armathrax have a +4 racial bonus on Hide and Move Silently checks. Armathrax have a +8 racial bonus on Balance, Climb, Listen, Jump, Search, and Spot checks. An armathrax can always choose to take 10 on a Climb check, even if rushed or threatened. An armathrax has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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