Armaldo (3.5e Monster)

''This is a massive creature that sort of represents an insect that evolved to be massive. It has an armoured exoskeleton and massive, sharp teeth. It typically looks for edible things - such as giant Vermin, regular bugs and people - and slashes them up.''

Their threat range increases to 17-20 at 12 hit dice.

 (Ex): Armaldo has Damage Reduction equal to half its hit dice.

 (Ex): If Armaldo takes a full defence action, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack. This is a [Rock] effect, and in Contest prevents point-theft for the rest of the Round.

 (Ex): As a Swift action, Armaldo may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 2d6+14 damage. This is a [Steel] effect. In Contests, it grants a +2 Bonus on the following turn.

 (Ex): Armaldo may make a sudden burst of speed, slashing away with full force. This is a full round action, and grants two additional claw attacks (for a total of 4), though all are at a -2 penalty. At 16 hit dice, Armaldo gains a total of four additional claw attacks when using Fury Cutter. This is a [Bug] effect. In Contests, Armaldo rolls twice and picks the higher result.

 (Ex): Armaldo remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.

 (Ex): Rock, Steel and Water attacks are Super Effective, gaining a +4 Circumstance Bonus to the attack roll or Save DC, and dealing bonus damage equal to the hit dice of the attacker. Normal and Poison attacks are Not Very Effective, gaining a -4 Circumstance Penalty to the attack roll or Save DC, and the damage is reduced by Armaldo's hit dice (10). Armaldo has Tremorsense 30' and is immune to Critical Hits from everything except Rock, Steel and Water effects. It also sheds its shell every six months, providing suitable plating to make Full Plate and similar things.

Note: if using Tome Feats, Improved Multi-Attack is folded into Multi-Attack, so replace it with Whirlwind Attack. Also replace Power Attack with Blitz.

Advancement
Every hit die, increase Natural Armour by 1. Every 2 hit dice, increase Strength or Constitution by 1.

 (Ex): At 18 HD, Armaldo may make eight Claw Attacks as a Full Round Action against a creature it is grappling.

 (Ex): An Armaldo with 18 or more hit dice may secrete a venom onto its claws as a Swift action. This poison deals 1d8 Strength damage for both primary and secondary damage. Each claw has one dose of venom, lasting for one round or until used.