Large fiend (demon), Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 94 (9d10 + 45) |
| Speed | 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 21 (+5) | 8 (-1) | 12 (+1) | 13 (+1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 11 |
| Languages | Abyssal, telepathy 120 ft. |
| Challenge | 7 |
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 Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.
Melee Attack Roll: +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 Attack Roll: +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.
Large fiend (demon), Chaotic Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 84 (8d10 + 40) |
| Speed | 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 21 (+5) | 8 (-1) | 12 (+1) | 13 (+1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 11 |
| Languages | Abyssal, telepathy 120 ft. |
| Challenge | 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 Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Melee Attack Roll: +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.