ArmaniteLarge fiend (demon)
Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.
Magic Weapons. The armanite’s weapon attacks are magical.
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.
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