Armag Twice-Born
Creature 14 (unique) — human, humanoid
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDhumanhumanoid
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
Languages hallit
Skills athletics +27, intimidation +26, survival +24
Str
+5
Dex
+2
Con
+5
Int
+0
Wis
+2
Cha
+4
Items Ovinrbaane, Breastplate
AC 35
Fort +28
Ref +23
Will +25
HP 300
Speed 30 feet
Offense
Melee Ovinrbaane (artifact, cursed, intelligent, magical, versatile-p) +28, Damage 2d12+13 slashing plus 1d6 bleed
Melee Shoulder Spikes +27, Damage 3d6+13 piercing
Abilities
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.
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.
WORKS WELL WITH
WeaverLANDThe Weaver's buffs amplify rage uptime and hit chance while drawing all fire, creating a priority split that protects the caster.
SniperLANDThe Sniper safely exploits off-guard targets from greatsword crits, capitalizing on the debuff without competing for melee space.
MenderLANDThe Mender keeps HP above the death-prevention threshold so No Time To Die remains active, sustaining the aggro-grabbing tempo.
PUNISHES
✖ kiting✖ clumping✖ focus fire✖ high AC
Stacking Crashers wastes No Time To Die's aggro-grabbing survivability value.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Armag Twice-Born in the encounter builder — free, no install.
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