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Armag Twice-Born

Creature 14 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

Armag was not born with that name, but today, he fully believes he is the legendary ancient leader reborn to lead the Tiger Lords back to an age of glory. He has long forgotten his birth name, as well as much of his childhood, as his brief but overwhelming recent experiences forced these memories out of his mind to make room for bloodlust, an addiction to violence, and obsession with mayhem. Only his worship of Gorum remains today, yet even this has been corrupted-tainted by the fell influence o

Source: kingmaker-bestiary (Pre-Remaster)

Perception +24
Skills athletics +27, intimidation +26, survival +24
Str
+5
Dex
+2
Con
+5
Int
+0
Wis
+2
Cha
+4
AC 35 Fort +28 Ref +23 Will +25
HP 300
Speed 30 feet

Offense

Melee Ovinrbaane +28, Damage 2d12+13 slashing plus 1d6 bleed
Melee Shoulder Spikes +27, Damage 3d6+13 piercing

Abilities

Attack of Opportunity — Attack Of Opportunity
No Time To Die — As long as Armag wields Ovinrbaane and is raging, the combination of the sword's magic and Armag's furious conviction that he is the true Armag protects him from death. His eyes and the sword's blade weep with blood and glow with red light at this time. As long as these conditions persist, he never increases beyond Dying 3 and is not rendered Unconscious. Instead, Armag becomes Confused and continues to fight. If Ovinrbaane is taken from him (such as via a successful Disarm), or if his rage ends while he is dying, he immediately dies regardless of his dying condition value. If he's healed to at least 1 Hit Point, the confusion effect immediately ends.
Second Wind
Armag's Rage
Awesome Blow — **Critical Success** Armag gains the critical success effects of a Shove, then the critical success effect of a Trip against the target. **Success** Armag gains the success effect of a Shove, then the success effect of a Trip against the target. **Failure** Armag pushes the foe back 5 feet.
Greatsword Critical Specialization — On a critical hit from a greatsword Strike, the target is made off-balance and becomes Off-Guard until the start of Armag's next turn.
Shoulder Slam — Armag Strides forward and hunkers down to attempt a shoulder spike Strike against a target at the end of that movement. If he critically hits a creature with this Strike, that creature is knocked Prone.

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