With Matt Hildebrand and myself hard at work on the preliminary layout of Barbarians of the Ruined Earth (cover art here), I’ve started writing a supplement for the book (as this will take time to do). I’ll have some new races, house rules, monsters, Sorcerer-fiends, packed into this baddy!
The first one that I wanted to do was an insect-type creature. I always dug the Kreen in Dark Sun and wanted to do something in that vein. However, I didn’t want to do a beetle or a praying mantis, because those are in so many different RPG books, so what to do…? I know… An anthropomorphic roly-poly!
Here it is, enjoy!
Armadites are the result of a Stupendous Science accident involving a broken canister of secret ooze and a colony of pill bugs. These cute little roly-pollys grew into 7’ anthropomorphic creatures. As the ages passed, the creatures named themselves Armadites, honoring their scientific Ancient Earth heritage and developed a proud warrior shamanistic culture. Armadites paint their carapace with intricate symbols (some taken from Ancient Earth pop culture or commercials) and revere Terramancers (pg XX).
“Predators seek us, yet we stand resolute. Raiders attack and we show our resolve. We flow with the wind, move with the earth, and our rage burns like fire. Our spears are sharp, our armor thick, and our people proud.”
Starting HP: 1d8+4
Hit Points Per Level/Resting: 1d8 HP/lvl
Weapon and Armor: All Shields, Clubs, Swords, Maces, Spears, Axes, and Bows.
Weapon Damage: 1d6/1d4 Unarmed or Improvised
Armored: Armadites have thick chitin armor which gives them hearty protection in combat. They have 2 RP.
The armor on their back is somewhat thicker, meaning they do not suffer extra damage from sneak/back attacks.
Four-Armed Fighter: Armadites have four arms, they can hold several weapons (or objects) at one time. They can hold up to four one-handed weapons, two small shields, two two-handed weapons, or a mix of all three. Large shields are too bulky to hold two at once.
An Armadite can make two attacks per round with ease.
If the Armadite is wielding four one-handed melee weapons they attack with a flurry of four blows against one (or two) targets. All four attacks are made with Disadvantage.
Rolling Attack: As an invertebrate, Armadites can fold in on themselves, becoming a sphere of their tough chitin armor. While in this state Armadites can attempt to roll over a target, dealing damage. They must succeed a Dexterity roll. If successful, the attack deals 1d10 damage.
While in this form, the Armadite can decide to absorb the damage of a single attack as if a shield were equipped (BotRE, pg XX), but it immediately pops the Armadite out of their ball and they must succeed a WIS save or be stunned for 1 round.
Antenna: The antenna of the Armadite is very sensitive and allows them to detect vibrations. They make any test against detecting ambushes or hidden foes with Advantage.
Multi-legged: The Armadite can get on all its legs and travel faster than normal, moving up to Not-so-Nearby on their movement or Far Away if they move twice. Up to two medium sized humanoids can ride on the back of an Armadite.
Roll all Attributes to see if they increase, roll twice for STR or DEX
CHOOSE TWO*: Short spear, short bow, short sword, two-handed sword, axe, mace, or spiked club
ADDITIONAL ITEMS: Ammo for ranged weapon if taken, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 HD of HP restored).
*All starting weapons are made of wood, bone, or stone. For each weapon, there is a 15% chance it is made of metal (i.e., the arrowheads, the sword blade, etc.).
INTERESTING TRINKET (roll 1d6): 1) A headdress of leather and antlers worn by a kind Ecomancer; 2) A box of Ancient Earth acrylic paints (they are still good!); 3) A leather saddle that fits your back; 4) An Ancient Earth Civil War saber; 5) A gorgeous set of Ancient Earth Russian Dolls; 6) A box of fire crackers (1d8 Usage Die)
LIFE EVENT (roll 1d8): 1) You were a slave and escaped; 2) You were destined to be chief of your village, but were driven out by a rival; 3) Pig Raiders wiped out your village; 4) You encountered a Cosmic Being (choose one, pg XX) and hear its desires; 5) You killed a skilled warrior in a warring Armadite tribe; 6) You were part of a scouting party that helped find your tribes current home; 7) You glimpsed the Horrible Bear Monster (BotRE, pg XX) and lived to tell the tale. Many of your hunting party weren’t so lucky; 8) Your brood mother was killed and taken in a Vulturefolk (BotRE, pg XX) attack.