Large fiend, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 84 (8d10 + 40)
- 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.
The armanite's weapon attacks are magical.
Actions
The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
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 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.