Demolith Subtype. The armaddon has the "(demolith)" tag, which has no rules of its own, but is a tag that affects the armaddon in the same way that it would affect a demon or devil.
Semi-Immortal Nature. The armaddon can't die of old age unless affected by magic of a spell of 6th level or higher and doesn't require food, drink, air, or sleep.
Charge. If the armaddon moves at least 20 feet straight toward a creature and then hits it with a claw or bite attack on the same turn, that target takes an additional 4 (1d8) damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Knockback Resistance. The armaddon has advantage on saving throws against being knocked prone, stunned, and being pushed away from its position.
Multiattack. The armaddon makes one Bite attack and two Claw attacks. If all three hit the same target, that target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the armaddon's next turn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
Armaddons are roughly donkey-sized demoliths that, though bloodthirsty and savage, they were tamed (or, to put it more accurately, subdued) by Subjugators, who torture Armaddons into submission.
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