Small unknown, Chaotic Neutral
Armor Class 18 Natural armor
Hit Points 15 (5d4 + 4)
Speed 20 ft., This creature can only float and glide for a distance of 20 feet before it descends at a rate of 5 feet per turn (6 seconds). , Burrow 30 ft., Walk 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +5, CON +6, CHA +4
Skills Acrobatics +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Prone
Senses Unknown Senses magical objects or effects by smell. They smell rather tasty., Passive Perception 15
Languages Common Cannot speak It is unclear if the creature understands language, though it is able to mimic sounds.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Absorb. The creature may choose at any time to absorb an item it has swallowed, allowing it to gain one special ability that object or creature may have. It can only possess three abilities of this nature at one time. Additionally, if it has been holding an object or creature for more than two weeks consecutively, it will automatically begin to absorb it regardless of how many abilities it currently has gained this way, and potentially replacing a preexisting ability with the newly absorbed one. 

Actions

Gulp. As an action the creature can inhale deeply and swallow an object within its reach which is less than 3 feet in width and 6 feet long. As a bonus action the Armadura can then regurgitate an object it has swallowed this way in the last two weeks. The object emerges completely clean and in tact. It is unknown where these objects go as the creature does not get any heavier or appear to be in any discomfort.

Bite. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Bowling. Charge Attack: +2 to hit, range 10/30 ft., up to 2 targets within five feet of each other. Hit: 2d4 + 2) bludgeoning damage. In order to use this ability the Armadura must form itself into a ball and roll at least 10 feet toward the target, in an attempt to knock them over. It cannot perform this action as a melee attack. On a hit the target must make a DC12 Dex save or be knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This creature looks like some ungodly mix between an armadillo, a ferret and a flying squirrel. Its segmented, armored back is bright pink, though its tummy is furry and white. It is about 3 feet long and has a fluffy tail protruding a few inches from its rear. Its stubby arms are tipped with three long claws each. Loose flaps of skin connect its arms to its torso, allowing it to “fly” or more accurately glide, as well as curl up into a very secure and compact ball that rolls well and can fit into fairly small spaces. It can also open its mouth wider than its own body, clearly possessing no jaw or respect for the laws of anatomy and physics.

This creature is an instrument of absolute chaos. Finding that one has created a home near your own is considered a bad omen, if only for the simple and practicaly fact that it will eat anything of yours which it can get its hands on. These little thieves are constantly hungry, love snacks, and seem to be very affectionate to those willing to feed it. However, beware, once this creature sees you as a food source it will likely never leave.

In certain markets, such as the Yuan-Ti culture of El Dorado, these creatures are kept as household pets by the wealthy. In other communities they are hunted and skinned for their strong hide armor.

Flying. This creature is able to suck in massive amounts of air, expanding to three times its size, and allowing it to float. 

Burrowing. This is a burrowing creature with a burrowing speed equal to its walking speed. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

17thcenturydemo

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