16 (natural armor)
84 (8d10+40)
walk 60 ft.
cold, fire, lightning
poison
poisoned
darkvision 120 ft.
Abyssal, telepathy 120 ft.
7
The armanite has advantage on saving throws against spells and other magical effects.
The armanite's weapon attacks are magical.
The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The armanite looses a bolt of lightning in a line 60 feet long and 10 feet 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.
16 (natural armor)
94 (9d10 + 45)
walk 60 ft.
cold, fire, lightning
poison
poisoned
darkvision 120 ft.
Abyssal, telepathy 120 ft.
7
+3
The armanite has advantage on saving throws against spells and other magical effects.
The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.