Armor Class
12
Hit Points
2
(1d4)
Speed
10 ft., Walk 30 ft.
STR
4
(-3)
DEX
14
(+2)
CON
10
(+0)
INT
2
(-4)
WIS
10
(+0)
CHA
6
(-2)
Skills
Perception +2, Stealth +4
Senses
Blindsight 60 ft., Passive Perception 12
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Guarded. The armadillo takes no damage from nonmagical weapons or nonmagical environmental hazards until the start of its next turn after using the Ready action.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage, and the target must succeed a DC 10 Constitution saving throw or become poisoned until the start of their next turn.
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.
Comments