Armaboulder (3.5e Monster)
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|Size/Type:||Large Magical Beast (Earth)|
|Hit Dice:||6d10+60 (93 hp)|
|Armor Class:||23 (+24 natural, -1 size), touch 9, flat-footed 23|
|Attack:||Slam +12 melee (1d8+8, 20/x2)|
|Full Attack:||Two Slams +12 melee (1d8+8, 20/x2)|
|Space/Reach:||10 ft/5 ft|
|Special Attacks:||Push, Quaking Movement, Rollout (1d8+12)|
|Special Qualities:||Armor Shell, Hardness 4 (8 when rolling)|
|Saves:||Fort +15, Ref +5, Will +4|
|Abilities:||Str 27, Dex 11, Con 31, Int 2, Wis 14, Cha 8|
|Skills:||Climb +11, Listen +6, Survival +6|
|Feats:||RunB, Power Attack, Dodge, Mobility|
|Environment:||Mountains and Underground|
|Organization:||Solitary, Pair, or Avalanche (3-12)|
|Alignment:||Always True Neutral|
|Advancement:||7-12 HD (Large), 13-18 HD (Huge)|
The avalanche was bad, it nearly killed the wizard and rogue. What was worse was when the boulders came around for a second pass!
The armaboulder is a form of a giant armadillo touched with the power of the elemental plane of earth. Its scaly back has the appearance and hardness identical to solid rock, with only the bottom having the consistency of (durable) organic flesh. They are gentle giants, plant eating herbivores afraid of little due to their thick armor. However during mating seasons and around their secret mountain colonies the normally peaceful armaboulders enter an elephant like "musth" become territorial and violent, crushing all opposition in their path. Woe to would-be intruders who suddenly have the mountains avalanche on them, only for the boulders to continue to crush and roll.
Some armaboulders have been used as living traps, encouraged to enter boulder traps when invaders approach and released. Not only do they have to contend with the trap, but the trap coming to life and tearing up its opponents afterwards. Armaboulders are almost huge size at 15 ft long and build like an elephant.
Most armaboulders simply curl up and roll away, or try and hold their ground. However when this fails (or within the rage of musth or defending a colony) they become aggressive. They seek higher ground or flat plains to maximize the effectiveness of rollout, moving back and forth and keeping well out of reach of opponents, using Run actions to move up to 100 ft on a flat surface.
Armor Shell (Ex): The armaboulder's back is basically all rock, and it can curl up into a ball in a defensive stance as a swift action. When curled up its hardness becomes hardness 8 and it can perform its rollout attack.
Hardness (Ex): Armaboulders have hardness 4 normally and hardness 8 when rolled up. They are treated as being made of stone, taking full damage from acid and sonic attacks (before hardness). Cold and fire deal half damage before hardness, and electric damage deals one-quarter damage before hardness. Slashing attacks also deal half damage.
Push (Ex): Armaboulders can start a bull rush maneuver without provoking an attack of opportunity. They do not need to follow the opponent with the bull rush.
Quaking Movement (Ex): Whenever an armaboulder moves (when not rolling) it shakes the ground with every step. Any creature within 10 ft of the armaboulder's path of movement must make a DC 23 Reflex save or fall prone. Regardless of how many times the armaboulder passes by the creature only needs to save once. It only affects creatures on the ground, and the armaboulder must move at least 10 feet. The saving throw is Strength based.
Rollout (Ex): An armaboulder who is rolled up can trample creatures, dealing 1d8+12 damage with a DC 23 Reflex save. The saving throw is Strength based. Beyond the usual effects of trample, movement downhill doubles its movement speed while movement uphill halves its movement speed.
An armaboulder can be selected as a paladin's mount or animal companion of 7th Level or Higher (Level –6).