Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.
Giant Armadillo
Small beast, unalignedArmor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 25 ft., burrow 15 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 10 (+0) | 2 (-4) | 10 (+0) | 6 (-2) |
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Tuck In. The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can’t take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action.