Species | Animal |
Subspecies | Magical Beast |
Size | Large |
Hit Dice | 4D8+5 (37HD) |
Speed | 20 feet (4 squares), burrow 10 feet |
Abilities | Str 14, Dex 10, Con 16, Int 2, Wis 17, Cha 5 |
Special Qualities | Defensive ball (Iron plated), low-light vision, scent |
Environment | Warm underdark |
Organization | Solitary, pair, or cluster (3–6), Herd (30-40) only during mating season |
Treasure | None |
Alignment | Always neutral |
Advancement | -2HD (Medium) ,6 HD (Huge) |
Level Adjustment | -- |
Skills |
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Listen +4, Spot +2, Hide +10 |
Feats |
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Weapon Finesse |
Combat | |
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Initiative | +2 |
Armor Class (AC) | 18 (-1 size, +0 Dex, +8 natural), touch 10, flat-footed 18 |
Base Attack | +0/-10 |
Attack | Claw +4 melee (1d6+3) |
Full Attack | 2 claws +4 melee (1d6+3) |
Space/Reach | 5 ft/0 ft |
Special Attacks | -- |
Saves | Fort +10, Ref -4, Will +3 |
Description |
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The Ironhide Armadillo is a small, armored creature with a shell made of enchanted metallic plates. Native to underdarks landscapes, these armadillos are known for their resilience. Merchants rear Ironhide Armadillos for their enchanted plates, which are used in crafting sturdy armor and protective gear. The armadillos are also kept as magical pets due to their endearing nature. Market price - 10,000 - per individual Combat: Armadillos rely on their hard shells for defense, only using their claws as a last resort. Defensive Ball (Ex): As a move-equivalent action, an armadillo can roll into a defensive ball. This effectively grants the armadillo improved cover (+16 AC, +4 on Reflex saves). The armadillo can remain in this position indefinitely,and normally does so until whatever danger caused it to roll up has left the area. Skills In desert or overgrown terrain, armadillos have a +4 racial bonus on Hide checks. Familiar Benefits: When taken as a familiar, an armadillo grants its master a +2 bonus to Fortitude saves or Natural Armor. |