Armanite

Large fiend (demon), Chaotic Evil

Armor Class

16 (natural armor)

Hit Points

84 (8d10+40)

Speed

walk 60 ft.

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

7

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 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Claws

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Serrated Tail

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Lightning Lance (Recharge 5-6)

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.

Armanite

Large fiend (demon), typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

94 (9d10 + 45)

Speed

walk 60 ft.

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

7

Proficiency Bonus

+3

Magic Resistance

The armanite has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.

Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.

Hooves

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.

Serrated Tail

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Lightning Lance (Recharge 5-6)

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.