Small Beast, Unaligned
Armor Class 17 Natural armor
Hit Points 65 (65d6)
Speed 40 ft., Swim 30 ft., Burrow 20 ft. Will take longer if creating its home.
STR
5 (-3)
DEX
15 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
3 (-4)
CHA
4 (-3)
Saving Throws DEX +6, CON +7
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Passive Perception 6
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 

This Monster can breathe underwater.

Actions

Bite: 1d4 piercing, with 1d8 poison damage every turn for 4 turns.

Claw:  1d6 slashing damage.

Poison area: If surrounded, the Armadiln will curl up in a ball and release a poison gas, this gas is hard to see (DC 18 perception check), but extremely dangerous, it covers a circle with a radius of 15 feet and deals 1d12 poison damage for 5 turns. DC 18 constitution saving throw is required to come out unharmed. This move can only be used once before a long rest.

Reactions

Bite: If attacked with an unarmed strike, it immediately bites the hand, see actions for damage.

Description

It looks like an armadillo, sepia tan in color. But it has a telltale white stripe down the center of its back, similar to a skunk.

Lair and Lair Actions

A Armadiln's lair is a small burrow or cave only creatures it's size and smaller can enter.

This monster has no lair actions.

Monster Tags: Misc Creature

Habitat: DesertUnderwater

JynHelder

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