Homebrew Armodillion Species Details

**Armadillion**

*Ability Score Increase:* Your Constitution score increases by 2, reflecting your tough and hardy nature.

*Size:* Armadillion are about the same size as humans, standing between 5 and 6 feet tall. Your size is Medium.

*Speed:* Your base walking speed is 30 feet.

*Natural Armor:* Your tough, armored hide provides you with a natural armor bonus. When you aren't wearing armor, your AC is equal to 13 + your Dexterity modifier.

*Rolling Dash:* As a bonus action, you can curl into a ball and roll up to 30 feet in a straight line. Any creature in your path must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 1d6 bludgeoning damage and be knocked prone. You can use this ability once, regaining the use after a short or long rest.

*Digging Instinct:* You have proficiency in the Survival skill, especially when it comes to tracking or finding food sources underground.

*Languages:* You can speak, read, and write Common and one additional language of your choice.

Armodillion Traits

As a Aemodillion, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Claws

You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor

Your tough, armored hide provides you with a natural armor bonus. When you aren't wearing armor, your AC is equal to 13 + your Dexterity modifier.

Digging Intuition

Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Rolling Dash

As a bonus action, you can curl into a ball and roll up to 30 feet in a straight line. Any creature in your path must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 1d6 bludgeoning damage and be knocked prone. You can use this ability once, regaining the use after a short or long rest.

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