Armadon

Armadon
  Ability Score Increase: Your Constitution score increases by 2.
  Size: Armadons are typically small creatures, known for their tough exterior. Speed. Your walking speed is 25 feet.
  Natural Armor: Your tough, armadillo-like hide provides you with natural armor. Your Armor Class is 15 + your Constitution modifier when you are not wearing armor. Dexterity does not affect this natural armor. Armadons who are trained to wear armor and are wearing armor made for their body types calculate their AC by armor type as normal and then may add +2 to their AC.
  Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  Rolling Charge: As a bonus action, you can tuck into your shell and roll up to 20 feet in a straight line. During this movement, you can move through the space of other creatures without provoking opportunity attacks. Any creature in your path must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take bludgeoning damage equal to your level + your Constitution modifier.
  Subrace - Pangolin
  Ability Score Increase: Your Strength score increases by 1.
  Unarmed Tail Attack: You have a powerful tail that you can use as a natural weapon. Your unarmed tail attack deals 1d8 bludgeoning damage + your Strength modifier.
  Tail Evolution: 3rd Level: Your tail grows longer, gaining the reach property. The reach of your unarmed tail attack increases to 10 feet. 10th Level: Your tail becomes magically enhanced, allowing it to overcome damage resistance. Your unarmed tail attack is now considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. 15th Level: Your natural armor becomes incredibly resilient. You gain resistance to bludgeoning, piercing, and slashing damage.
  Subrace: Terradon
  Ability Score Increase: Your Wisdom score increases by 1.
  Earthen Connection: You have a deep connection to the earth, allowing you to manipulate it in various ways.
  Cantrip: You learn the mold earth cantrip, enabling you to shape and manipulate dirt and stone.
  Earth Tremor: At 1st level, you gain the ability to cast the earth tremor spell. You can cast this spell a number of times equal to your proficiency bonus per long rest. Constitution is your spellcasting ability for these spells.
  Tremorsense: At 3rd level, your connection to the earth grants you tremorsense within 30 feet, allowing you to detect and pinpoint the location of creatures and objects in contact with the ground.
  Burrow Speed: At 10th level, your affinity with the earth grants you the ability to burrow through it. You gain a burrow speed equal to your walking speed.
  Shape Earth: At 15th level, you gain the ability to cast the shape earth spell. This spell allows you to manipulate larger volumes of earth and stone, shaping the terrain to your advantage. You can cast this spell once per long rest. Constitution is your spellcasting ability for this spell.


Cover image: A strange planet this way floats. by magejosh with DALLE3

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