Armanite Race

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Armanite

Great herds of armanites used to race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes.

Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks.

The legend goes that many years ago, A nameless demon prince, who controlled the majority of the armanite legions lost a bet with an equally powerful devil. As a result, the armanites were released from their servitude to their demon lord and let loose on the material plane. For decades their terrible herds galloped across the blasted fields of the flanaess, bringing death and destruction where they went.

In a great war with the centaurs, and other goodly races of Oerth, many of the armanite armies were decimated. Those that survived, retreated to the untamed wilderness, forming smaller, close-knit clans. They renounced their bloodthirsty ways, and developed their own cultures. In these clans, might still makes right, and the strongest among them is often chosen to rule. Though they isolate themselves from most other races, and doll out their mundane existences still ever searching for noble battles to earn prestige amongst their peers. They are often found warring with barbarian tribes, orcs, hobgoblins, goblins, gnolls, and other such creatures that dot the plains of Western Oerik.

Their predisposition to violence, and their fiendish roots cause outsiders to loathe and fear armanites. Unfortunately, their fears are too often justified by the more brutish individuals and more savage clans. In truth, many of them deserve their reputation, but an equally appreciable number of them are noble warriors, seeking prestige and defending their kin from those that would otherwise threaten their safety.

Armanite Traits

Your hybrid nature grants you certain racial traits.

Ability Score Increase. Your Strength score increases by 1, and either your Dexterity or Constitution score increases by 1. Your Intelligence score decreases by 2.

Age. Armanites mature about three times as slowly as humans reaching maturity by age 50, and can live to be over 300 years old.

Alignment. Armanites are almost always chaotic by nature, preferring the freedom of open plains and the freedom to choose their own destinies. Armanites are always battle hungry, relishing the opportunity for their next fight. As a result, few are good.

Size. Armanites stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Lightning Lance. When you reach 3rd level, you can loose a bolt of lightning in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC is equal to 10 + your proficiency bonus + your Constitution modifier), taking 2d8 lightning damage on a failed save, or half as much damage on a successful one. You must finish a long rest before you can use this ability again. This damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.

Limited Magic Resistance. You can use your reaction to gain advantage on a saving throw made to resist the effects of a spell. You must finish a long rest before you can use this feature again.

Fiend. Your creature type is fiend, rather than humanoid.

Natural Armor. You have tough, leathery skin with bony plates. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Natural Weapons. You have an arsenal of natural weapons which you can make unarmed strikes with. On a hit, your hooves deal bludgeoning damage equal to 1d4 + your Strength modifier, your claws deal slashing damage equal to 1d4 + your Strength modifier, and your serrated tail deals slashing damage equal to 1d4 + your Strength modifier. Your tail also has the reach property. When you reach 6th level, these unarmed strikes are considered magical.

Languages. You can speak, read, and write common and abyssal.

 

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