Armand

The statistics block below contains details for more than one type of armand. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Armand ⬇️
Small Monstrous Humanoid
Armand Warden, 4th-Level Monk⬇️
Small Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp) 5d8+20 plus 4d8+16 (76 hp)
Initiative: +3 +4
Speed: 20 ft. (4 squares), burrow 10 ft. 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 24 (+1 size, +4 Dex, +4 natural, +3 Wis, +2 bracers of armor +2), touch 18, flat-footed 20
Base Attack/Grapple: +5/+1 +8/+10
Attack: Claw +9 melee (1d4) Unarmed +13 melee (1d6+2)
Full Attack: 2 claws +9 melee (1d4) Unarmed +13/+8 melee (1d6+2) or flurry of blows +11/+11/+6 melee (1d6+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: — Flurry of blows, ki strike (magic)
Special Qualities: Darkvision 60 ft., defensive stance, stability Darkvision 60 ft., defensive stance, evasion, fast movement, slow fall 20 ft., stability, still mind
Saves: Fort +4, Ref +7, Will +4 Fort +9, Ref +12, Will +11 (+13 against enchantments)
Abilities: Str 11, Dex 17, Con 17, Int 10, Wis 10, Cha 10 Str 14, Dex 18, Con 19, Int 10, Wis 16, Cha 8
Skills: Listen +8, Spot +8, Survival +4; racial bonuses Jump +6, Listen +15, Sense Motive +7, Spot +15, Survival +7; racial bonuses
Feats: Weapon Finesse, Weapon Focus (claws) Deflect Arrows [bonus], Dodge, Improved Grapple [bonus], Improved Unarmed Strike [bonus], Mobility, Weapon Finesse, Weapon Focus (unarmed strike)
Environment: Temperate deserts Temperate deserts
Organization: Solitary, pair, group (2–9 plus 1 4th-level warden) Solitary or group (1 plus 2–9 armands)
Challenge Rating: 3 7
Treasure: Standard Standard plus possessions noted below
Alignment: Usually lawful neutral Usually lawful neutral
Advancement: By character class ♊ By character class ♊
Level Adjustment: +3 +3

Armand • Armand Warden

This short, solidly built humanoid with thick, plated skin seems as patient as a stone. Its stance lends it stability.

Armand ⬆️

Armands are nomadic humanoids who wander the desert in search of new experiences. They operate as a democratic unit with all adult armands able to voice and vote in council. They don’t believe in individual ownership and share all possessions and resources among other armands. Their philosophy scorns wealth because of its transitory nature. Of infinitely greater value are experiences, and those armands who have traveled, adventured, and returned to the tribe are deemed “wise ones” whose advice carries the most weight. Thus, many young adult armands leave their families and seek to see more of the world.

A typical armand stands 3½ to 4 feet tall and weighs roughly 150 pounds.

Armands speak Common and their own language, Armandish.

Combat

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.

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. The following changes are in effect as long as the defensive stance lasts: AC 22, touch 18, flat-footed 15; Base Atk +5; Grp +1; Atk claw +11 melee (1d4); Full Atk 2 claws +11 melee (1d4); SV Fort +6, Ref +9, Will +6.

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).

Skills: Armands have a +4 racial bonus on Survival checks.

Armand Warden ⬆️

Armand leaders arise from those who have traveled widely and experienced much. It is the duty of an armand warden to return to the tribe and lend its wisdom to the group.

The armand warden presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 14, Dex 12, Con 13, Int 10, Wis 15, Cha 8.

Combat

An armand warden fights fiercely to defend itself or any other armand.

Defensive Stance: The statistics for an armand warden in a defensive stance are adjusted to account for its elite ability score array and its monk levels.

The following changes are in effect until the warden moves: AC 28, touch 22, flat-footed 20; Base Atk/Grp +8/+10; Atk unarmed +15 melee (1d6+2); Full Atk unarmed +15/+10 melee (1d6+2) or flurry of blows +13/+13/+8 melee (1d6+2); SV Fort +11, Ref +14, Will +13 (+15 against enchantment).

Possessions: Bracers of armor +2, potion of cure moderate wounds (2), potion of spider climb.

Armand Society

An armand tribe usually consists of several small, closely knit family groups that come together to share resources. When faced with a deadly common foe, many tribes will converge on a defensible location to “make their stand.” Tribes look to the wardens for leadership, and a single tribe may have several wardens leading it. The armands rarely build permanent dwellings. They live in large communal tents or take advantage of ready shelter, such as caves.

Armands worship Fharlanghn, Obad-Hai, or Pelor (or other deities whose portfolios include travel, nature, and the sun).

Armands as Characters

Armand characters possess the following racial traits.

Armands in Eberron

Armands inhabit the desert of Menechtarun, on the continent of Xen’drik. They enjoy civil relations with the sand giants of the Golden Sargasso and trade with them often. They also do business with various goatfolk and orc tribes in the Fangs of Argarak, a mountain chain east of the desert. A tribe of armands will typically build a caravanserai around or near a desert oasis and open its gates to traders, adventurers, and other peaceful visitors.

Armands in Faerûn

Millennia ago, armands wandered freely across the deserts of Anauroch, maintaining a large monastery and trading post on the slopes of Azrrhat. However, the Empire of Shadows destroyed the armand monastery, and the few armand tribes that survived were driven south of the Scimitar Spires, into the Saiyaddar. There, a ravenous blue dragon named Jyrrathazur enslaved the armands, devouring entire clans that refused to pledge fealty. One day the dragon disappeared from Anauroch, and armand nomads have wandered the Saiyaddar as free folk ever since.

Source: Monster Manual III, page 10.