Armanite
Size
Large
Monster Race
Fiend (demon)
Alignment
Chaotic Evil
Armor Class
16 (natural armor)
Hit Points
84 (8d10 + 40)
Speed
12m
Attributes
STR
21 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
Features
Damage Resistance
Cold, fire, lightning
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive Perception 11
Languages
Abyssal, telepathy 24m
Challenge
7 (2,900 XP)
Abilities
Magic Resistance
The armanite has advantage on saving throws against spells and other magical effects.
Magic Weapons
The armanite’s weapon attacks are magical.
Actions
Multiattack
The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
Hooves
Melee Weapon Attack: +8 to hit, reach 1m, one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Claws
Melee Weapon Attack: +8 to hit, reach 1m, one target. Hit: 10 (2d4 + 5) slashing damage.
Serrated Tail
Melee Weapon Attack: +8 to hit, reach 2m, one target. Hit: 16 (2d10 + 5) slashing damage.
Lightning Lance (Recharge 5-6)
The armanite looses a bolt of lightning in a line 12m long and 2m wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.