# Armand
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d3 (×2)
> >Melee/Ranged: +6/+9
> >Secondary: +1/+4
> >Multiattack: +4/+7
> >M/R_PA: +6/+9
> >2nd/PA: +1/+4
> >MA_PA: +4/+7
> >Itterative: 1
> > xDmg: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
*This short, solidly built humanoid with thick, plated skin seems as patient as a stone. Its stance lends it stability.*
<div class="grid-container"><div class="MON">Armand</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Small Monstrous Humanoid
**Init** +3
**Senses** darkvision 60 ft.; **Perception** +8
#### defense
**AC** 18, 14 touch, 15 flat-footed (+3 Dex, +4 natural, +1 size)
**hp** 43 (5d10+15)
**Fort** +6, **Refl** +7, **Will** +4
**Feint** 15, **Demoralize** 15
**Defensive Abilities** defensive stance, stability
#### offense
**Speed** 20 ft., burrow 10 ft.
**Melee** 2 claws +10 (1d3)
**Space** 5 ft., **Reach** 5 ft.
#### statistics
**Str** 11, **Dex** 17, **Con** 17, **Int** 10, **Wis** 10, **Cha** 10
**BAB** +5, **CMB** +4, **CMD** 17 (21 vs. bull rush, trip), **TA** +6, **RTA** +9
**Feats** [[Great Fortitude]], [[Weapon Finesse]], [[Weapon Focus]] (claws)
**Skills** Intimidate +8, Perception +8, Sense Motive +5, Survival +12
**Racial Modifiers** Survival +4
**Languages** Common
#### special abilities
### Defensive Stance (Ex)
When it needs to, an armand can become a stalwart bastion of defense. As a move action, an armand can take a defensive stance, gaining phenomenal precision and durability, but it cannot move while in this stance. The creature gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC until it moves.
### Stability (Ex)
Armands are exceptionally stable on their feet. They gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or burrowing (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
#### tactics
An armand prefers to avoid combat. It enjoys living and treasures new experiences. An armand rarely starts a conflict because combat too often causes an untimely end and deprives the armand or its foe of the pleasures of life. However, it will certainly fight if attacked.
#### ecology
**Terrain** Temperate deserts
**Organization** Solitary, pair, group (2–9 Solitary or group (1 plus 2–9 armands) plus 1 4th-level warden)
**Treasure** Standard
**Advancement** By character class