Armor Class
16
Armanite
Large Fiend · Chaotic Evil
Hit Points
84 (8d10 + 40)
Speed
Walk 60 ft.
CR
7
Traits
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 5 ft., one target. 12 () Bludgeoning damage.
Claws
Melee Weapon Attack +8 to hit, reach 5 ft., one target. 10 () Slashing damage.
Serrated Tail
Melee Weapon Attack +8 to hit, reach 10 ft., one target. 16 () Slashing damage.
Lightning Lance Recharge 5
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 () Lightning damage on a failed save, or half as much damage on a successful one.