Monster
Armanite
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 16 (natural armor)
- Hit points
- 84 (8d10 + 40)
- Speed
- Walk 60 ft.
- Challenge rating
- 7
- Alignment
- Chaotic Evil
- Strength
- 21
- Dexterity
- 18
- Constitution
- 21
- Intelligence
- 8
- Wisdom
- 12
- Charisma
- 13
- Passive Perception
- 11
- Senses
- darkvision 120 ft.
- Languages
- Abyssal, telepathy 120 ft.
- Resistances
- cold, fire, lightning
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
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. 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.