Family: Armadillo

Tiny beast, unaligned

Armor Class 14 (natural armor)
Hit Points 4 (1d4 + 1)
Speed 30 ft., burrow 5 ft.

3 (-4) 9 (-1) 12 (+1) 2 (-4) 12 (+1) 7 (-2)

Senses passive Perception 11
Challenge 0 (10 XP)


  • Buoyant. An armadillo can hold its breath underwater or can float without requiring a Strength (Athletics) check for up to 5 minutes.
  • Carrier. The armadillo is a carrier of disease but is rarely afflicted by them. It has advantage on saving throws to resist catching a disease or to recover from it. Creatures that have handled an armadillo for at least 1 minute or who have eaten its flesh have disadvantage on saving throws to avoid catching a disease or recovering from it until they complete a long rest.
  • Poor Eyesight. The armadillo has disadvantage on Wisdom (Perception) checks that rely on vision.


  • Protective Ball. If attacked, the armadillo can roll up into a ball, increasing its AC to 16; however, its speed is reduced to 0 ft. for the remainder of its turn. It can unroll itself as a bonus action on its next turn, but this reduces it speed on its next turn by 10 feet.


These squat-bodied mammals are easily recognizable thanks to their distinctive leathery shells, which provide them with natural protection against numerous dangers and predators in their native environs. Armadillos have very poor eyesight, perceiving the world largely through scent and touch. They are exceptional diggers, and they burrow both to find food and to make their dens. When an armadillo goes underwater, it swallows air to increase its buoyancy, inflating its stomach up to twice its normal size so it won’t immediately sink. An armadillo is 2-1/2 feet long and weighs roughly 10 pounds.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

This is not the complete section 15 entry - see the full license for this page