This Monster can breathe underwater.
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.
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.
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