Legendary Resistance (2/Day). If the Armanite General fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Armanite General has advantage on saving throws against spells and other magical effects.
Pack Tactics. The Armanite General has advantage on an attack roll against a creature if at least one of the his allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14(2d6 + 7) slashing damage plus 13 (2d10) lightning damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Serrated Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) 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.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14(2d6 + 7) slashing damage plus 13 (2d10) lightning damage.
The Armanite General can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Armanite General regains spent legendary actions at the start of his turn.
Warrior's Stride. The Armanite General moves up to his speed without provoking opportunity attacks.
Attack. The Armanite General makes one Serrated Tail attack or one Claw attack.
Description
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.
Armanite Generals, larger and meaner than the hordes they lead, head the charge of armanites heavy cavalry, tearing into their enemies’ flanks. Armanites fight all the time—even battling each other if they can’t find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity. Armanite Generals have risen above these battles, growing on the strength of the demonic energy they steal from their fallen foes. Their intelligence, though greater than that of the hordes they command, is still not so refined as to allow them to ascend to a greater level of the Abyss, and they take the frustration of their failure out on any they can find.
Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.
Previous Versions
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8/15/2022 9:11:15 PM
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Coming Soon
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