Small Beast
Armor Class 12 natural armor
Hit Points 10 (3d6)
Speed 25 ft., Burrow 15 ft.
STR
12 (+1)
DEX
8 (-1)
CON
10 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Senses Darkvision, Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions
  • ClawsMelee 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.
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

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.

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.

MRD3TAG

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