Homebrew Armand Species Details
Armand normally stand between 2 and 4 feet tall, with a weight of roughly 8 to 60 pounds. Their skin is usually a tan brown, while their armor, in contrast, is dirt brown. The Fey Armand tribe are notable for having pale pink skin and dark pink and tan brown armor. Solidly built and stout in shape, armand are protected with a natural, thick-plated armor.
Across their waist is a series of bands, which increase the flexibility of their movement. Each limb is short and has three clawed digits, with the outer two being longer than the inner one, the thumb. Their teeth are short, but sharp enough to tear flesh.
Armand have a long, slender nose and pronounced snout, wide ears and small, beady, black eyes, which, while not so good in the sunlight, give them exceptional sight when underground. A long, striped tail provides balance and can also be used for tripping up opponents and for grasping objects.
Armand Traits
Armands are a race of small mammals protected by plated armor. Nomadic in nature, the armands live in the Thrin T’Khan desert in the south-east of Griagor. Holding community values above all else, armands retain good relations with other races, including the thri-kreen.Ability Score Increase
Your Constitution score increases by 2 and your Dexterity score increases by 1.
Age
Armand are born in groups of four identical babies of the same sex. They are born with their eyes open and are able to walk within hours of their birth. Armand reach adulthood at 1 year, and live on average to about 20 years.
Alignment
Most armands adhere to lawful neutral alignments, being generally easy-going and kind, but cling fiercely to their cultural beliefs. They have little tolerance for others who desire to stifle exploration and adventure, and will defend their ways to the bitter end.
Burrow
You can burrow and travel up to 35 ft. underground.
Claws
When you make an unarmed strike, you use your claws to add slashing damage of up to 1d4 + your Strength modifier.
Language
You can read, write and speak Armand and Common.
Natural Armor
Due to your armor and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however, giving you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Size
Armand grow between 3 and 4 feet tall, and weigh around 150 pounds. Your size is Small.
Speed
Your base walking speed is 25 ft.
Tail Attack
You can use your tail to attack opponents, dealing 1d6 bludgeoning damage on a hit.
Tremorsense
Due to your life spent underground, you are sensitive to the vibrations of the ground and can automatically pinpoint the location of anything that is in contact with the ground, within 60 ft. and moving.
Tuck and Roll
As an action, you can curl into a ball, which gives you a +4 bonus to your AC until you emerge. You also gain advantage on Strength and Constitution saving throws, but are prone, have a movement speed of 0, you have both disadvantage on Dexterity saving throws, are unable to take any action, and can only use a bonus action to uncurl yourself.
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