Armadillo (3.5e Creature)
Armadillos are peaceful burrowing mammals native to deserts and arid grasslands.
Armadillo | |
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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 Dex, +2 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: | +0/-10 |
Attack: | Claw +4 melee1 (1d2–2)1 |
Full Attack: | 2 claws +4 melee1 (1d2–2)1 |
Space/Reach: | 2 1/2 ft/0 ft |
Special Attacks: | — |
Special Qualities: | Defensive ball, low-light vision, scent |
Saves: | Fort +2, Ref +4, Will +1 |
Abilities: | Str 6, Dex 15, Con 11, Int 2, Wis 13, Cha 5 |
Skills: | Listen +4, Spot +2, Hide +10*[1] |
Feats: | Weapon FinesseB |
Environment: | Warm deserts |
Organization: | Solitary |
Challenge Rating: | 1/4 |
Treasure: | None |
Alignment: | Alway 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.
Familiar Benefits:
When taken as a familiar, an armadillo grants its master a +2 bonus to Fortitude saves or Natural Armor.
Notes:
1An armadillo’s claws are treated as secondary attacks and add only half the armadillo’s Strength bonus to the damage roll.
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