Machamp (3.5e Monster)

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Author: Genowhirl (talk)
Date Created: 10/10/2008
Status: Complete
Editing: Spelling and Grammar only
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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:


This four-armed humanoid is tough-looking. Its skin is a light grey, and it's covered in slabs of flat, hard, functional athlete's muscle, giving its appearance a mix of strength and grace. It's currently throwing rocks so far the landing point can't be seen.

Combat[edit]

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.


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Back to Main Page3.5e HomebrewMonsters

AlignmentNeutral +
AuthorGenowhirl +
Challenge Rating14 +
EnvironmentMountains +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SummaryThis four-armed humanoid is tough-looking.
This four-armed humanoid is tough-looking. Its skin is a light grey, and it's covered in slabs of flat, hard, functional athlete's muscle, giving its appearance a mix of strength and grace. It's currently throwing rocks so far the landing point can't be seen.
ks so far the landing point can't be seen. +
TitleMachamp +
TypeMagical Beast +