Kryx RPGThemesCreatures
Armanite

Armanite

Large fiend (demon)
Challenge
7

STR
5
DEX
4
CON
5
INT
−1
WIS
1
CHA
1

73
7d10+35
18
Soak
1
Fort
+6
Ref
+5
Will
+2
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 10 m.
Senses darkvision 20 m.
Languages Abyssal, telepathy 20 m.

Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.

Magic Weapons. The armanite’s weapon attacks are magical.

Actions (2)

Hooves (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 12 (2d6 + 5) bludgeoning damage.

Claws (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 10 (2d4 + 5) slashing damage.

Serrated Tail (1/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 16 (2d10 + 5) slashing damage.

Lightning Lance (Recharge 5–6). The armanite looses a bolt of lightning in a line that is 10 meters long and 2 meters wide. Each creature in the line must make a DC 15 Reflex saving throw. On a failed save, a creature takes 45 (10d8) lightning damage and it can’t take reactions for 1 minute. On a successful save, a creature takes half as much damage and isn’t otherwise affected. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Underdarkmtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9