Large fiend, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 94 (9d10 + 45)
- Speed
- 60 ft.
- Challenge
- 7 (2,900 XP)
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Abyssal, telepathy 120 ft.
Traits
The armanite has advantage on saving throws against spells and other magical effects.
Actions
The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.
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.
Melee Weapon Attack: +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.