ArmaniteLarge fiend (demon)
- 7 (2,900 XP)
Dashing Strike. If the armanite uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.
Magic Weapons. The armanite’s weapon attacks are magical.
Multiattack. The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
Hooves. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 12 (2d6 + 5) bludgeoning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 10 (2d4 + 5) slashing damage.
Serrated Tail. Melee Weapon Attack: +8 to hit, reach 3 m. Hit: 16 (2d10 + 5) slashing damage.
Lightning Lance (Recharge 5–6). The armanite looses a bolt of lightning in a line 18 meters long and 3 meters wide. Each creature in the line must make a DC 15 Reflex saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.