Armanite
Large fiend (demon), chaotic evil
Armor Class
16 (natural armor)
Hit Points
84 (8d10 + 40)
Speed
60 ft.
STR
21 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
Damage Immunities
poison
Damage Resistances
cold, fire, lightning
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal, telepathy 120 ft.
Challenge
7 (2900 XP)
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.