Created By
Genowhirl (talk)
Date Created: 10/10/2008
Status: Complete
Editing: Spelling and Grammar only

Size/Type: Medium Magical Beast
Hit Dice: 10d10+60 (95 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
Armor Class: 24 (+2 Dex, +4 natural, +8 Tough Muscle), touch 12, flat-footed 22
Base Attack/Grapple: +10/+24
Attack: Slam +18 melee (1d8+7)
Full Attack: Slam +18 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cross Chop, Vital Throw, Rock Throwing
Special Qualities: Carrying Capacity, Tough Muscles
Saves: Fort +12, Ref +7, Will +1
Abilities: Str 26, Dex 14, Con 20, Int 5, Wis 6, Cha 8
Feats: Improved Unarmed StrikeB, Improved Grapple, Improved Toughness, Two-Weapon Fighting, Great Fortitude, Improved Natural Attack (Slam)B
Environment: Mountains
Organization: Solitary or Minor Dojo (2-3 Machokes and 6-9 Machops)
Challenge Rating: 10
Treasure: Standard.
Alignment: Neutral
Advancement: 11-13 HD (Medium), 14+ Machamp
Level Adjustment:

[[Description::This creature is more or less humanoid, with purplish-gray skin and broad-chested, thick-armed build and it seems to be wearing a belt with an tastelessly large buckle. It's currently practicing karate chops, with hands so large the fingers bear a certain resemblance to bananas]]

Combat Edit

Cross Chop (Ex): As a standard action, Machoke performs a devastating strike with both hands, augmenting his slam attack. He takes no attack penalty for using both hands, and each hand does 2d6 + 1.5x Strength modifier damage (threat range 15-20 / x2).

Rock Throwing (Ex): Machoke gets Rock Throwing as a Giant of his Strength.

Carrying Capacity (Ex): Machoke’s lifting and carrying capacity is quadruple what it would otherwise be.

Tough Muscles (Ex): Machoke adds its Strength bonus to its Natural Armor bonus.

Vital Thow (Ex): If Machoke successfully grapples an opponent, he may throw them as a standard action. The target gets no saving throw; they should have known better than to let themselves be grappled by a Machoke. They travel 10 feet for every point of Strength bonus, and can be hurled upward, horizontally (towards another person as a thrown weapon, even), or down.

If hurled up, they travel the distance upwards and then fall and take appropriate falling damage.

When thrown away, they travel the distance in a low arc and, should they hit something or someone, inflict and take 1d6 damage for each 5 feet they had left in their movement.

If thrown into the ground, they take full falling damage as if they'd fallen from the absolute height of a Machoke's vertical throw. This even works on winged creatures.

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
Back to Main Page3.5e HomebrewMonsters
Community content is available under CC-BY-SA unless otherwise noted.