Armodont
CR: 2
Medium-size Aberration
Hit Die: 2d8+4
Hit Points: 13
Massive Damage Threshold: 18
Initiative: +2
Speed: 40 ft.
Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Base Attack Bonus: +1
Grapple: +4
Attack: +5 melee (2d4+4, claw)
Full attack: +5 melee (2d4+4, 2 claws) and +0 melee (1d6+2, bite)
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Special Qualities: Damage reduction 5/ballistic, darkvision 60 ft., improved grab, psionic claw, psionics resistance 8, psi-sense, psi-tracking, scent
Allegiances: Creator
Saves: Fort +2, Ref +2, Will +5
Action Points: 0
Reputation: +0
Abilities: Str 16, Dex 14, Con 15, Int 6, Wis 15, Cha 7
Skills: Move Silently +8, Speak Gray (understand only), Survival +5 (+9 when tracking by scent), Swim +5.
Feats: Endurance, Improved Damage Threshold*
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Possessions: None
*Endurance is a bonus feat
Armodonts are the "test tube hunting dogs" of the enigmatic Gray aliens, bred to sniff out traitors and other enemies of the colony. They somewhat resemble amphibian-like bears, their hairless skin stretched over a soft layer of blubber that gives them a rounded appearance. The most recognizable (and disturbing) feature of an armodont, though, is its head; a fanged maw stretches over a head that is best described as a Gray whose intellectual and cranial growth was intentionally cut short. They are elite trackers designed to withstand damage from most physical and mental attacks, but in recent years the Grays have come across a weapon that they weren't prepared for: firearms. While Gray energy weapons and fists are not a problem for the blubbery armodont, buckshot and bullets prove surprisingly effective against them.
Species Traits
Psionic Claw (Psi): An armodont's claw and bite attacks are considered under a continuous metaphysical claw effect, as the psionic power.
Psi-Sense (Psi): This ability works as a continuous detect psionics power, but works in an 80-foot radius rather than a 60-foot cone, and immediately works under the 3rd-round definition of the power.
Psi-Tracking (Psi): Armodonts are masters of tracking psionic creatures such as rogue Grays. Once they detect a psionic aura with their psi-scent special quality, they can track the creature or item that created it as if the psionic aura was a physical scent (they must make Survival checks as if tracking a creature, and can apply their racial bonus to tracking by scent). They can acquire the psionic scent of a Faint aura that is up to 1d6 minutes old, a Moderate aura up to 1d6×10 minutes old, a Strong aura up to 1d6 hours old, and an Overwhelming aura up to 1d6 days old. (see the detect psionics power for how to determine the strength of an aura). Once they've "acquired" a psionic aura's scent, an armodont can follow its trail until they fail a Survival check on their tracking attempts.
An armodont's psi-tracking can even follow the psionic trail of teleportation in a fashion similar to the trace teleport power, although this imposes a +10 adjustment to the DC of the Tracking check. Since the armodont can not teleport itself, it must either follow its quarry physically or have assistance to teleport after its prey.
An armodont's psionic tracking can be detected with detect remote viewing and blocked by a nondetection or mind blank power. The pass without trace spell does not prevent psi-tracking.
Skill Bonuses: An armodont has a +2 bonus to Swim checks, +4 bonus to Move Silently checks, and a +4 bonus to Survival checks to track by scent.
Armodonts In Dungeons and Dragons
Environment: Warm forests and swamps
Treasure: None
Alignment: Always Neutral
An armodont's damage reduction should be bypassed by magic in a D&D campaign, due to the lack of ballistic damage. They could be played as either a natural aberration of local fauna or a creation of one of the various powerful psionic races (such as the psionic aboleths).
Armodont is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter"