Sources
CR
Type
Size
Alignment
Movement

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 (2,900 XP)

Traits

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.

Lore

Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.