Roll: the army-dillo transforms into a ball can now roll around its movement speed is now 80 any one in its way must make a dexterity saving throw or fall prone and take 10d10 or half as much on a save. Can only do this once every hour
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 10 ft., 4 targets within 10 feet of each other. Hit: (5d12 + 1) [damage type] damage.
Quick defense: when attacked it can cover its weak spot and increase its ac by 2 until the end of the next creatures turn in initiative. If the now ac matches the roll of the attack the damage is cut in half.
Description
They look like a large armadillo. Their patterns can vary from one hard color to stripes. Can occasionally be found with a special saddle(for if it rolls) hooked up to it to transfer troops. During times of war they can occasionally be found with siege weapons on their backs.
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.
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