Armadillo (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
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*Cite error: Invalid <ref> tag; refs with no name must have content
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 or Natural Armor.


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

Back to Main Page3.5e HomebrewCreaturesCR 1/4

Home of user-generated,
homebrew pages!