Kryx RPGThemesMonsters

Armanite

Large fiend (demon)
Challenge
7 (2,900 XP)

STR
5
DEX
4
CON
5
INT
−1
WIS
1
CHA
1

84
8d10+40
16
Soak
1
Fort
+5
Ref
+4
Will
+1
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison
Condition immunities poisoned

Speed 18 m.
Senses darkvision 35 m.
Languages Abyssal, telepathy 35 m.

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.

Actions

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.

Underdarkmtof