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.

large
fiend
cr7
mordenkainens-tome-of-foes
(p. 131)