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Nerdarchy > At The Gaming Table  > Beneath the Shell: Introducing the Armadillans — A Custom Race for D&D 5e
Armadillans, D&D race, Armadillo

Beneath the Shell: Introducing the Armadillans — A Custom Race for D&D 5e

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Deep beneath the scorched deserts and jagged hills of the world, a forgotten people endure. Hidden in honeycombed burrows and ancient caverns, they are the guardians of the below, armored by Armadillans, D&D race, Armadillonature and hardened by time. They are the Armadillans—a resilient race of humanoid armadillos built for defense, survival, and the long memory of stone.

Whether you’re crafting a new subterranean campaign, populating a desert realm, or just looking for a fresh and flavorful playable race, the Armadillans offer a unique and balanced addition to your table.


🌍 Lore & Origins

According to ancient Armadillan tradition, the first of their kind were shaped by Grumbar, the Elemental Lord of Earth, from the bones of the world itself. Charged with defending sacred tunnels and the flow of the planet’s elemental essence, they became stewards of deep places—living bulwarks against the dangers that stir beneath.

Modern Armadillans live in tightly knit Shell Circles: communal, multigenerational families who share labor, food, and song. Their subterranean societies value endurance, protection, and collective memory—recorded not in books, but in the deep grooves of story-stones and song-cairns passed down for generations.

🧱 Culture & Values

Armadillan culture is centered on unity and protection:

  • “Bend, but do not break” serves as both a proverb and a way of life.

  • Valor is measured not by conquest, but by defense—of kin, land, and tradition.

  • Elders are revered not for power, but for memory. Their oral history is as structured and reliable as the tunnels they build.


⚔️ Armadillan Traits (5e Player Race)

Ability Score Increase:
Your Constitution increases by 2.

Age:
Armadillans reach maturity by age 10 and live up to 80 years.

Size:
You are Medium. Most Armadillans stand between 4 and 5 feet tall and are notably stocky, weighing 180 to 240 pounds.

Speed:
Your base walking speed is 25 feet.

Natural Armor

Your tough, plated hide grants you a base AC of 13 + your Constitution modifier when not wearing armor. You can still use a shield with this benefit.

Curl Defense

When a melee attack hits you, you may use your reaction to curl into a ball, reducing the damage taken by 1d6 + your Constitution modifier.
You may use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Burrower’s Instinct

You have proficiency in the Athletics skill. You have advantage on Strength (Athletics) checks related to digging, burrowing, or moving through earthen difficult terrain.

Languages

You can speak, read, and write Common and Terran.


🧬 Subraces of the ArmadillanArmadillans, D&D race, Armadillo

🪨 Ironback Armadillan

Built like living fortresses, Ironbacks are the front-line defenders of Armadillan enclaves.

  • Ability Score Increase: Your Strength increases by 1.

  • Iron Hide: Your Natural Armor improves to 14 + Constitution modifier, but you cannot benefit from worn armor.

  • Stand Firm: You have advantage on saving throws against being pushed, shoved, or knocked prone.

🌬️ Dustrunner Armadillan

Swifter and lighter, Dustrunners are scouts and hunters, adapted to harsh climates.

  • Ability Score Increase: Your Dexterity increases by 1.

  • Desert Adaptation: You are acclimated to hot climates and gain resistance to fire damage.

  • Quick Roll: You can take the Dash action as a bonus action once per long rest. Starting at 5th level, you can use this ability twice per long rest.


🛖 Relationships & Religion

Armadillans often maintain mutual respect with dwarves and deep gnomes, but are cautious of elves and humans, who they view as ephemeral and erratic. Ancient animosity simmers between Armadillan tribes and Duergar or Drow, especially in disputed Underdark territory.

While many worship Grumbar, others venerate Chthona, a mythic ancestor said to have tunneled the first shelter from chaos and flame. Clerics often serve domains of Earth, Protection, and Nature, while bards and scribes maintain a semi-priestly role as keepers of the Shell Songs.


🎒 Playing an Armadillan Adventurer

Why would one of these reclusive folk leave the safety of stone and shell?

  • To recover a stolen relic or sacred stone.

  • To protect the surface world from an Underdark incursion.

  • To earn the right to lead a Shell Circle by proving themselves in the wider world.

  • To bring back new songs and memories—“Armor for the soul.”

Armadillans thrive as Fighters, Barbarians, Clerics, and Rangers, though some make surprisingly cunning Rogues or durable Bards focused on oral tradition.


🧠 Final Thoughts

The Armadillan race offers players a chance to step into the shell of something truly unique: a character built for patience, protection, and quiet endurance. Their culture runs deep, their bodies are built for survival, and their legends are carved in stone.

If your campaign features underground exploration, desert survival, or ancient forgotten powers, these earthy protectors make a rich and thematic addition to your world.

Play an Armadillan—and become the shield your party never knew they needed.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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