Help Fleshing out my Armadon

The Great Emu

First Post
Hello all,

In my ongoing campaign I have placed my party in a tropical land full of lost ruins and overgrown jungle. One of the homebrew monsters coming there way is a monstrosity I invented that I call and Armadon.

Here are the stats so far, but what I'm curious is what people think would be some good feets to flesh it out. It's not magical, but it is a huge hulking brute of a beast -

Armadon
Huge Beast
Hit Dice: 16d10+80 (160hp)
Initiative: +1 (Dex)
Speed: 15ft
AC: 19 (+1 Dex, -2 Size, +7 Natural)
Attacks: Two claws +19 melee, bite +14 melee, spiked tail +12 melee
Damage: Claw 2d6+5, bite 2d8+2, spiked tail 2d10+2
Face/Reach: 16ft by 16ft/25ft
Special Attacks: -
Special Qualities: -
Saves: Fort +10 Ref +5 Will +5
Abilities: Str 26 Dex 13 Con 21 Int 2 Wis 12 Cha 6
Skills: Listen +6 Spot +6
Feats: Alertness
___________________________
Climate/Terrain: Tropical jungles
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: -
 

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Ace32

Explorer
Well, that depends on how many feet it has, personally, I think a creature with monkey-like feet would be nice in the jungle.. the whole hanging upside down while hurting you badly from above thing.. or maybe you could give it sticky frog feet, and have it stick to the trees instead.. or maybe lots of feet.. like bugs.. and uhm.. make it.. do bug stuff....

Btw.. the above was sarcasm.. hehe.. just ragging on ya.
 

DnDChick

Demon Queen of Templates
Its a beast. Unfortunately, beasts dont get feats.

As for special attacks...as large as it is it could certainly have Trample!
 

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