Armanite

Mordenkainen Presents: Monsters of the Multiverse p. 50,

Size
Large
Type
fiend (demon)
Alignment
typically chaotic evil
AC
16 (natural armor)
Hit Points
94 (9d10+45)
Speed
walk 60 ft.
Resistances
cold, fire, lightning
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
11
Languages
Abyssal, telepathy 120 ft.
Challenge
7
STR
21
+5
DEX
18
+4
CON
21
+5
INT
8
−1
WIS
12
+1
CHA
13
+1

Traits

Proficiency Bonus

+3

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

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.

Hooves

Melee Weapon Attack: +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 DC 16 Strength saving throw or be knocked prone.

Serrated Tail

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Lightning Lance (Recharge 5-6)

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 DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

recharge

D5

Other data

description