Armadillo (3.5e Creature)
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|Hit Dice:||1d8 (4 hp)|
|Speed:||20 feet (4 squares), burrow 10 feet|
|Armor Class:||16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14|
|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 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*|
|Advancement:||2 HD (Small)|
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.
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.