Amardillo? [Archive] - Wizards Community

Post/Author/DateTimePost
Spiritwalker

05-16-07, 03:37 PM
Does anyone know where i can find rules for an Armadillo. I have a player who wants to play an anthro one for a cleric of olldiamra character, and i'm hopeless at creating creatures. Help really apprciated
snakeman830

05-16-07, 03:51 PM
Sasparillo, the armadillo cleric or Olidmarra (almost armadillo spelled in reverse. I just noticed that)?

If you have Frostburn, the Glyptodon in there is kind of like a Dire armadillo.
Slagger the Chuul

05-16-07, 10:57 PM
After a brief look at some armadillo information online, here's what I came up with. It's formatted in the style of current statistics blocks. The defensive curl bit varies by armadillo species.

ARMADILLO CR 1/4
Always N Tiny animal
Init +0; Senses low-light vision, scent; Listen +0, Spot +0
---
AC 15, touch 12, flat-footed 15; (+2 size, +3 natural)
hp 4 (1/2 HD)
Fort +4, Ref +2, Will +0
---
Speed 20 ft. (4 squares), burrow 10 ft., swim 10 ft.
Melee 2 claws +0 (1d2-2)
Space 2 1/2 ft; Reach 0 ft.
Base Atk +0; Grp -10
Special Actions defensive curl*
*Not all armadillos have this ability. Armadillos with defensive curl do not have a burrow speed.
---
Abilities Str 6, Dex 11, Con 15, Int 2, Wis 10, Cha 6
SQ animal traits
Feats Endurance
Skills Hide +8, Swim +6, Survival +4
---
Defensive Curl (Ex) As a free action, an armadillo can curl itself into a ball. It gains a +4 circumstance bonus to AC, but loses its movement speeds and attacks. Uncurling is a move action.
Skills An armadillo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Raptorial

05-16-07, 11:16 PM
I don't remember who wrote this, but it was in a desert creatures thread long ago.
Armadillo
Tiny Animal
HD: 1d8 (4 hp)
Initiative: +2
Speed: 20 feet (4 squares), burrow 10 feet
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–10
Attack: Claw -3 melee* (1d2–2*)
Full Attack: 2 claws -3 melee* (1d2–2*)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: —
Special Qualities: Defensive ball, low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 15, Con 11, Int 2, Wis 13, Cha 5
Skills: Listen +4, Spot +2, Hide +10**
Feats: Weapon Finesse(B)
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)
Level Adjustment: ---

Armadillos are peaceful burrowing mammals native to deserts and arid grasslands.

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 (+8 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.
Familiar Benefits: When taken as a familiar, an armadillo grants its master a +2 bonus to Fortitude saves.
*An armadillo’s claws are treated as secondary attacks and adds only half the armadillo’s Strength bonus to the damage roll.
**Skills: In desert or overgrown terrain, armadillos have a +4 racial bonus on Hide checks.
Spiritwalker

05-18-07, 04:27 AM
cheers, they're both brilliant. I'll work between the two, come up with the best mix of both, turn it into an anthro, and post it here or in the races section in a couple of days.

:cookie: to both of you