Armand

Small Monstrous Humanoid — CR 3

()Updated 3.5

Armand is a D&D 3.5 monster from —. CR 3, HD 5d8+15 (37 hp).

Hit Dice
5d8+15 (37 hp)
Initiative
+3
Speed
land 20 ft, 20 ft., burrow 10 ft.
Base Attack / Grapple
+5/+1
Attack
Claw +10 melee
Full Attack
2 claws +10 melee
STR
11
DEX
17
CON
17
INT
10
WIS
10
CHA
10
Fort / Ref / Will
+4 / +7 / +4
Challenge Rating
3
Alignment
Usually lawful neutral
Organization
Solitary, pair, group (2-9 plus 1 4th-level warden)
Treasure
Standard
Level Adjustment
+4

Special Abilities

Defensive StanceStability

Feats

The following changes are in effect as long as the defensive stance lasts: AC 22, touch 18, flat-footed 15; Base Ark +5; Grp +1; Atk claw +12 melee (1d4); Full Atk 2 claws +12 melee (1d4); SV Fort +6, Ref +9, Will +6. 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.

Description

The following changes are in effect as long as the defensive stance lasts: AC 22, touch 18, flat-footed 15; Base Ark +5; Grp +1; Atk claw +12 melee (1d4); Full Atk 2 claws +12 melee (1d4); SV Fort +6, Ref +9, Will +6. 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.