Armadite Race TBH
Armadite Race TBH
Armadite Race TBH
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 were transformed 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
SPECIAL FEATURES
Armored: Armadites have thick chitin armor which gives them hearty protection in combat. They are
always considered to have medium armor (2 RP). They can attach thick metal plates on their carapace
to increase to heavy armor (costs same as purchasing a new set, Barbarians pg 58). If the Armadite is
wearing these plates they can’t perform their rolling attack.
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.
Instead of making two attacks, if the Armadite is wielding four one-handed melee weapons they attack
with a flurry of attacks in an arc, striking up to four targets if they successfully make a Strength test
(with Disadvantage).
Rolling Attack: As an invertebrate, Armadites can fold in on themselves, becoming a sphere of rolling
chitinous death. While in this state Armadites can attempt to roll over a single large or smaller target,
dealing damage. They must succeed a Dexterity roll. If successful, the attack deals 1d10 damage.
Antenna: The antenna of the Armadite are sensitive, allowing 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.
Leveling Up:
Roll all Attributes to see if they increase, roll twice for STR or DEX
STARTING EQUIPMENT
CHOOSE TWO*: Short spear, short bow, short sword, two-handed sword, axe, mace, or spiked
club
ARMOR: None.
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) The spirit of
a small child from the 1990’s is your friend and manifests occassionally; 5) You killed a skilled
warrior of a warring Armadite tribe; 6) You were part of a scouting party that helped find your
tribe’s current home; 7) You glimpsed the Horrible Bear Monster (Barbarians, pg 119) and lived
to tell the tale. Many of your hunting party weren’t so lucky; 8) Your brood mother was killed in
a Vulturefolk (Barbarians, pg 142) attack.