- Small Humanoid (Monstrous) Usually lawful neutral
- Initiative +2 Languages Common
- Senses Darkvision 60 ft., Perception +2
- Hit Points 16 (2 HD) DR 1/–
- Armor ClassAC 22+2 Natural Armor
+4 Dodge
+1 Shield
+2 Dexterity
+2 Armor
+1 Size TouchT 17 Flat-FootedFF 16 CMDCMD 16 - Saves Fort +7 Ref +7 Will +2
- +2 Resistance (Defensive Stance)
Str | 7 | (-2) |
Dex | 15 | (+2) |
Con | 14 | (+2) |
Int | 10 | (+0) |
Wis | 11 | (+0) |
Cha | 8 | (-1) |
- Speed 20 ft., Burrow 10 ft.
- BAB +2 CMB +3
- MeleeRapier+7 (1d4+2 | 18–20/×2)
- MeleeKukri+7 (1d3+2 | 18–20/×2)
- Attack Options Defensive Stance
- Feats Weapon Finesse, Rapid Shot, Two-Weapon Fighting
- Special Qualities Stability
Armad are curious by nature and slow to fight. When they do engage in battle, they primarily fight defensively while employing their Defensive Stance. They prefer to avoid combat, and rarely go on the offensive.
Special Abilities
Defensive Stance (Ex)
When he adopts a defensive stance, an armad gains phenomenal accuracy and durability. While he is in this stance, he gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. He may not move more than 5 feet per round, or his defensive stance ends immediately.
The defensive stance lasts a number of rounds equal to 3 + the armad’s Constitution modifier. An armad may end his defensive stance at any time voluntarily prior to this limit.
Using defensive stance is normally a free action that he can do only on his turn, but an armad can also choose to activate it as an immediate action on his opponent’s turn. If he does, the duration is reduced by 1 round.
An armad may use this ability once per day.
Stability (Ex)
Armad are exceptionally stable on their feet. An armad has a +4 racial bonus on Combat Maneuver Defense to resist being being moved, tripped, or knocked down when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).