Appearance & PersonalityEdit
The typical armand stands between three-and-a-half and four feet tall, and weighs roughly 150 pounds. They are solidly built humanoids, with thick plated skin.
Armands are nomads, who are always off to find new experiences. They do not believe in individual wealth, and property belongs to the community. They find knowledge much more valuable than wealth, and those that have more experience than others are held in higher positions, often called "wise ones." Young armand will frequently leave their tribe, to discover their own adventures. These young armand, called "wardens," feel it is their duty to eventually return to their tribe to share their experiences. Armands are extremely patient, and will avoid combat where possible.
Armands have much of the same abilities as most other humanoids. Because of their genetic design and stature, they are much more stable than other humanoids, and harder to knock prone. Armands can burrow in the sand of the deserts they call home, and have darkvision.
- ↑ 1.0 1.1 1.2 Monster Manual III. Andrew Finch, Gwendolyn Kestrel, Chris Perkins (August 2004). Wizards of the Coast. ISBN 0-7869-3430-1.
- ↑ Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
|Civilized Races: Changeling | Drow | Dwarf | Elf | Gnome | Goblin | Half-Elf | Half-Orc | Halfling | Hobgoblin | Human | Kalashtar | Orc | Shifter | Warforged|
|Monstrous Races: Armand | Asherati | Bhuka | Doppelganger | Dragon | Dragonborn | Gnoll | Kobold | Lizardfolk | Medusa | Sahuagin | Shulassakar | Thri-kreen | Yuan-Ti|
|Outsiders: Aasimar | Angel | Archon | Daelkyr | Demon | Devil | Elemental | Genie | Githyanki | Githzerai | Inevitable | Mephit | Quori | Slaad | Tiefling|