Armanite
Large Fiend (demon), Chaotic EvilAC 16 (natural armor)
HP 94 (9d10 + 45)
Speed 60 ft.
STR
21 (+5)
Save +5
DEX
18 (+4)
Save +4
CON
21 (+5)
Save +5
INT
8 (-1)
Save -1
WIS
12 (+1)
Save +1
CHA
13 (+1)
Save +1
Resistances Cold; Fire; Lightning
Immunities Poison
Condition Immunities Poisoned
Senses darkvision 120 ft., Passive Perception 11
Languages Abyssal, telepathy 120 ft.
CR 7
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. 8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.
Hooves. 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 16 Strength saving throw or be knocked prone.
Serrated Tail. 8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Lightning Lance (Recharge 5+). 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 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.