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Armanite

Large fiend (demon), Chaotic Evil

Armor Class 16 (natural armor)

Hit Points 94 (9d10 + 45)

Speed 60 ft.

STR 21 (+5)
DEX 18 (+4)
CON 21 (+5)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

Challenge 7

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 50