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Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Hit Dice: 9d8+63 (103 hp) Initiative: +0 Speed: 60 ft. (12 squares) Armor Class: 25 (-1 size, +6 natural, +8 masterwork plate barding, +2 masterwork heavy steel shield), touch 9, flat-footed 24 Base Attack/Grapple: +9/+19 Attack: Masterwork lance +16 melee (2d6+6) or masterwork flail +15 melee (2d6+6) Full Attack: Masterwork lance +16/+11 melee (2d6+6) and 2 hooves +11 melee (1d6+3) or masterwork flail +15/+10 melee (2d6+6) and 2 hooves +11 melee (1d6+3) Space/Reach: 10 ft./ 5 ft. (10 ft. with lance) Special Attacks: Frightful presence, spell-like abilities, summon tanar’ri Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, spell resistance 17, telepathy 100 ft. Saves: Fort +13, Ref +6, Will +9 Abilities: Str 23, Dex 10, Con 25, Int 10, Wis 16, Cha 14 Skills: Bluff +14, Concentration +19, Intimidate +16, Jump +18, Knowledge (the planes) +12, Listen +15, Spot +15, Survival +15 (+17 on other planes) Feats: Mounted Combat (b), Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance) Environment: Infinite Layers of the Abyss Organization: Solitary, company (5-8), or squadron (8-18 plus 1 marilith) Challenge Rating: 9 Treasure: Standard coins Alignment: Always chaotic evil Advancement: 10-18 HD (large); 19-27 HD (huge)

With a cloud of abyssal dust rising from behind its four, thundering hooves, this centaur-like being gallops quickly into view. Encased in dull black full plate with vicious looking barbs and spikes protruding through the metal and a large lance in its one hand, this fiendish creature looks ready for battle.

The armanites are the heavy cavalry of the abyssal armies. Wherever they thunder, the enemies of demons flee in a panic. Wherever their ride, death quickly follows. The armanites are greatly feared by both devils and mortals alike. Armanites are usually used in the initial charges of the demonic armies. Their they make devastating charges with their lances and then quickly switch to their flails for up-close combat. Armanites are about the size of a regular warhorse.

COMBAT Being not the brightest opponents, armanites are still fairly effective combatants. They know what they are good at and they stick to it, which is namely charging enemies and sticking them with their lances. An armanite’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Barbed Defense (Ex): An armanite’s body is covered with a plethora of jagged barbs that protrude through its armor. Anyone grappling with the armanite or striking the armanite with a natural weapon or touch attack automatically takes 1d8 points of damage. Frightful Presence (Su): Whenever the armanite charges or attacks, creatures within 30 feet of the armanite must make a Will save (DC 16). Those creatures that fail the save and have less than half the Hit Dice (round down) of the armanite are panicked for 2d6 rounds. Creatures with more than half the Hit Dice of the armanite and who fail the save are shaken for 2d6 rounds. Those creatures with more Hit Dice than the armanite are immune to this effect. Whether or not the save is successful, a creature can only be affected by the same armanite’s frightful presence once per day. This is a mind-affecting fear effect. The save DC is Charisma based. Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only). Caster level 9th. The save DC is Charisma based. Summon Tanar’ri (Sp): Once per day, an armanite can attempt to another armanite with a 40% chance of success. This is the equivalent of a 4th level spell.

Read more: http://www.enworld.org/forum/showthread.php?87136-Demons-daemons-devils-New-Converted/page8#ixzz3snvNFRpk

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