Armadillo (3.5e Creature)

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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:

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


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.


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

Familiar Benefits:[edit]

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


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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