Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 60 ft.
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.
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 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
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 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
Mordenkainen's Tome of Foes, p. 131