Armand (CR 3)
Small Monstrous Humanoid
Alignment: Usually lawful neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +8, and Spot +8
Languages: Common, Armandish
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 5d8+15 (37 hp)
Fort +4, Ref +7, Will +4
Speed: 20 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +1
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee
Damage: Claw 1d4
Special Attacks/Actions: -
Abilities: Str 11, Dex 17, Con 17, Int 10, Wis 10, Cha 10
Special Qualities: defensive stance, stability
Feats: Weapon Finesse; Weapon Focus (claws)
Skills: Listen +8, Spot +8, and Survival +4
Advancement: By character class
Climate/Terrain: Temperate deserts
Organization: Solitary, pair, group (2-9 plus 1 4th-level warden)
Monster Manual III
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 Ark +5; Grp +1; Atk claw +12 melee (1d4); Full Atk 2 claws +12 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.