Armadillo
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/Type | Tiny animal |
Hit Dice | 1d8 (4 hp) |
Initiative | +2 |
Speed | 20 feet (4 squares), burrow 10 feet |
Armor Class | 16 (+2 size, +2 Dexterity, +2 natural), touch 14, flat-footed 14 |
Base Attack/Grapple | +0/-10 |
Attack | Claw -3 melee1 (1d2–2)1 |
Full Attack | 2 claws -3 melee1 (1d2–2)1 |
Space/Reach | 2 1/2 ft/0 ft |
Special Attacks | — |
Special Qualities | Defensive ball, Low-LightVision, Scent |
Saves | Fort+2, Ref +4, Will +1 |
Abilities | Strength 6, Dexterity 15, Constitution 11, Intelligence 2, Wisdom 13, Charisma 5 |
Skills | Listen +4, Spot +2, Hide +10*[1] |
Feats | Weapon FinesseB |
Environment | Warm deserts |
Organization | Solitary |
Challenge Rating | 1/4 |
Treasure | None |
Alignment | Always neutral |
Advancement | 2 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.