Armanite

Large fiend (demon), Chaotic Evil

Armor Class16 (natural armor)
Hit Points94 (9d10 + 45)
Speed60 ft.
STRDEXCONINTWISCHA
21 (+5) 18 (+4) 21 (+5) 8 (-1) 12 (+1) 13 (+1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensesdarkvision 120 ft., passive Perception 11
LanguagesAbyssal, telepathy 120 ft.
Challenge7

Traits

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

Hooves.

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.

Serrated Tail.

Melee Attack Roll: +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.