Horns: An armadid can gore a foe with its horns, inflicting STR+2 in damage.
Tail: The crab-like pincer on the end of an armadid's tail can pinch an opponent for the creature's Strength rating in damage.
Special Abilities
Camouflage: When in rocky terrain, the armadid's gray armored body blends in with its surrounding. This provides the armadid with a +2D bonus to hide skill checks made in rocky environments.Exceptional Reflexes: Armadids gain a +1D bonus to all Perception rolls made to determine initiative. 7Force, Sensitive: Armadids are Force-sensitive.
Low-light Vision: Armadids can see twice as far as humans in dim light.Natural Armor: The armadid adds +2D to Strength rolls made to resist physical damage, and +1D to Strength rolls made to resist energy damage.
Force Powers: Burst of Speed. Special Abilities:Camouflage: When in rocky terrain, the armadid's gray armored body blends in with its surrounding. This provides the armadid with a +2D bonus to hide skill checks made in rocky environments.Exceptional Reflexes: Armadids gain a +1D bonus to all Perception rolls made to determine initiative. 7Force, Sensitive: Armadids are Force-sensitive. Horns: An armadid can gore a foe with its horns, inflicting STR+2 in damage. Low-light Vision: Armadids can see twice as far as humans in dim light.Natural Armor: The armadid adds +2D to Strength rolls made to resist physical damage, and +1D to Strength rolls made to resist energy damage. Tail: The crab-like pincer on the end of an armadid's tail can pinch an opponent for the creature's Strength rating in damage.