Armand Warden (CR 7)

Small Monstrous Humanoid
Alignment: Usually lawful neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: Common, Armandish


AC: 24 (+1 size, +4 Dex, +4 natural, +3 Wis, +2 bracers of armor +2), touch 18, flat-footed 20
Hit Dice: 5d8+20 plus 4d8+16 (74 hp)
Fort +9, Ref +12, Will +11 (+13 against enchantments)
Speed: 30 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Unarmed +14 melee
Full Attack: Unarmed +14/+9 melee or flurry of blows +12/+12/+7 melee
Damage: Unarmed 1d6+2, flurry of blows 1d6+2
Special Attacks/Actions: (4th-Level Monk), Flurry of blows, ki strike (magic)
Abilities: Str 14, Dex 18, Con 19, Int 10, Wis 16, Cha 8
Special Qualities: defensive stance, evasion, fast movement, slow fall 20 ft., stability, still mind
Feats: Deflect Arrows; Dodge; Improved Grapple; Improved Unarmed Strike; Mobility; Weapon Finesse; Weapon Focus (unarmed strike)
Skills: Jump +6, Listen +15, Sense Motive +7, Spot +15, and Survival +7
Advancement: By character class
Climate/Terrain: Temperate deserts
Organization: Solitary or group (1 plus 2-9 armands)
Treasure/Possessions: Standard plus possessions noted in text

Source: Monster Manual III

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 +16 melee (1d6+2); Full Atk unarmed +16/+11 melee (1d6+2) or flurry of blows +14/+14/+9 melee (1d6+2); SV Fort +11, Ref +14, Will +13 (+15 against enchantment).

Evasion (Ex): If the armand warden is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw.

Slow Fall (Ex): An armand warden within arm's reach of a wall can use it to slow its descent while falling. The armand warden takes damage as if the fall were 20 feet shorter than it actually is.

Still Mind (Ex): +2 bonus on saves against spells and effects of the enchantment school.

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

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