Large Fiend (Demon), Chaotic Evil
Armor Class 23 -1 size, +8 armor, +6 natural
Hit Points 90 (9d10 + 45)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
Damage Immunities Lightning, Poison
Senses Darkvision 60, Passive Perception 11
Languages Abyssal, Telepathy 100
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Action Name. Sparkbolt (Su) An armanite can charge arrows it shoots from any bow with electrical energy at will. Arrows fired by an armanite gain a +1 enhancement bonus and the shocking
burst weapon quality.

Cavalry Charge (Ex) An armanite is considered to be mounted for determining the effects of charge attacks with lances. An armanite gains a +4 bonus on attack rolls when charging with a lance and does not take a penalty to its Armor Class as a result of its charge.

Action Melee Attack. Mwk lance +8 to hit, + 5 to dam: 2d6 +5/x3 and hooves 1d6 + 5, reach 10'

\Mwk heavy flail +8 to hit, +5 dam, 2d8 +5 + hooves 1d6 +5

Action Ranged Attack. Composite Long bow +6 to hit 1d8 +1/x3 plus 1d6 electricity (plus 2d10 electricity on a critical hit.

Reactions

Reaction Name. Air Walk (Su) An armanite can use air walk, as the spell of the same name, for up to 1 hour per day. This time need not be consecutive.

Summon Tanar’ri (Sp) Once per day, an armanite can attempt to summon 1d10 dretches or another armanite with a 30% chance of success. This ability is the equivalent of a 3rd-level spell (CL 9th).

DR 10/cold iron or good

Air Walk (Su) An armanite can use air walk, as the spell of
the same name, for up to 1 hour per day. This time need
not be consecutive.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Possessions full plate, masterwork lance, masterwork heavy
flail, composite longbow (+5 Str bonus) with 20 arrows

This creature has the lower body of a muscular horse and the torso, arms, and head of a sickly human. Its flesh is pale and festers with sores. Heavy horns protrude from its brow, and it wears an intricate suit of full plate armor. Patches of bristly hair protrude from chinks in its armor.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

1stLvlBlueMonkey

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