b'Armadillo, Giant \n'b'  Family:   Armadillo  \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  12 (natural armor)  Hit Points  10 (3d6)  Speed  25 ft., burrow 15 ft.\n'b' STATS STR: 12 (+1) DEX:  8 (-1)  CON:  10 (+0)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage. \n'b'  Tuck In . The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has  resistance  to bludgeoning, piercing, and slashing damage, and it can\xe2\x80\x99t take the  Attack  action or burrow. The giant armadillo can return to its true form as a bonus action. \n'b'\n'b' ABOUT \n'b' Giant armadillos look like a hybrid of aardvark,  rhinoceros , and turtle with vicious-looking claws used primarily for burrowing. \n'b' These creatures are generally placid and seek to avoid conflict whenever possible.'