The Armodullahan is a boss from Final Fantasy IX. It is found in the Fossil Roo passage, where it chases the party down a path littered with obstacles. When the party encounters Lani further along the passage, she reveals that she triggered the Armodullahan to chase Zidane and his party.

Stats[edit | edit source]

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Battle[edit | edit source]

Armodullahan's attack, LV5 Death, will instantly KO any character whose level is a multiple of 5 (ending in 5 or 0). It can also use Death against single opponents, as well as cast Thundara. Although the player can defeat the Armodullahan, it will only be temporarily immobilized, as it will get back up to resume its chase of the party. At the end of the passage, there is a collapsed section in the bridge; the player will leap across the gap, but the Armodullahan will fall, defeating it permanently.

The player can avoid a battle with the Armodullahan by remaining sufficiently ahead of it.

Strategy[edit | edit source]

Armodullahan can be brought down in one hit with Vivi's Thundara, if he is equipped to use it.

AI script[edit | edit source]

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Other appearances[edit | edit source]

Pictlogica Final Fantasy[edit | edit source]

PFF Armodullahan.png

Armodullahan from Final Fantasy IX appears as an enemy in Pictlogica Final Fantasy.

Gallery[edit | edit source]


Etymology[edit | edit source]

The name is possibly meant to evoke the sound of "armadillo", with the "armo" also referring to the word "armor".

The dullahan is a mythical horseman in Irish mythology, and is described as a headless knight who rides a black horse, or sometimes in a cart pulled by several horses, which moves so quickly the friction of the wheels can set roadside hedges on fire. The dullahan will ride through the night, eventually stopping at the location of a person who is set to die and calling out their name, drawing out their soul and killing them. If seen it will violently retaliate against the watcher, dousing them with blood and using a whip made from a human spine to lash out one of their eyes. The dullahan cannot be barred from travel by locks or gates and cannot be outrun, but it is repelled by golden objects and will turn and flee if one is in its path.

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