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Armadillo

armadillo, portrait, standing

Armadillos are peaceful burrowing mammals native to deserts and arid grasslands.

From D&D Wiki Author(s): moosekickedmysisterstoof
Date Created: 02/11/2006

Familiar Benefits:

When taken as a familiar, an armadillo grants its master a +2 bonus to Fortitude saves.

Notes: 1An armadillo’s claws are treated as secondary attacks and add only half the armadillo’s Strength bonus to the damage roll.

Armadillo
Size/TypeTiny animal
Hit Dice1d8 (4 hp)
Initiative+2
Speed20 feet (4 squares), burrow 10 feet
Armor Class16 (+2 size, +2 Dexterity, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple+0/-10
AttackClaw -3 melee1 (1d2–2)1
Full Attack2 claws -3 melee1 (1d2–2)1
Space/Reach2 1/2 ft/0 ft
Special Attacks
Special QualitiesDefensive ball, Low-LightVisionScent
SavesFort+2, Ref +4, Will +1
AbilitiesStrength 6, Dexterity 15, Constitution 11, Intelligence 2, Wisdom 13, Charisma 5
SkillsListen +4, Spot +2, Hide +10*[1]
FeatsWeapon FinesseB
EnvironmentWarm deserts
OrganizationSolitary
Challenge Rating1/4
TreasureNone
AlignmentAlways neutral
Advancement2 HD (Small)
Level Adjustment

Combat

Armadillos rely on their hard shells for defense, only using their claws as a last resort.

Defensive Ball (Ex): As a move-equivalent action, an armadillo can roll into a defensive ball. This effectively grants the armadillo improved cover (+8 AC, +4 on Reflex saves). The armadillo can remain in this position indefinitely, and normally does so until whatever danger caused it to roll up has left the area.

Skills

* In desert or overgrown terrain, armadillos have a +4 racial bonus on Hide checks.

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