Armanite (CR 7)
AC: 25 (-1 size, +6 natural, +8 plate barding, +2 large shield), touch 11, flat-footed 23
Hit Dice: 5d8+15 (37 hp); DR: 20/magic
Fort +7, Ref +4, Will +5
Speed: 40 ft., fly 40 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +5; Grapple +5
Attack: Heavy lance +9 melee (or heavy flail +9 melee), 2 hooves +4 melee
Full Attack: Heavy lance +9 melee (or heavy flail +9 melee), 2 hooves +4 melee
Damage: Heavy lance 1d8+5, heavy flail 1d10+5, hoof 1d6+2
Special Attacks/Actions: summon tanar'ri
Attack Options: Improved Bull Rush, Power Attack, cavalry charge, sparkbolt
Abilities: Str 20, Dex 11, Con 17, Int 8, Wis 12, Cha 13
Special Qualities: SR 18, Tanar'ri qualities
Feats: Ride-By Attack; Trample; Track
Skills: Bluff +9, Hide +4, Intimidate +9, Jump +17, Listen +9, Spot +9, and Survival +9
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary, company (5-8), or troop (8-18 plus 1 hezrou)
Charge (Ex): When armanites charge with lances, they deal double damage just as mounted lancers do. For the purposes of feat selection, they are considered to have the Mounted Combat feat (only to satisfy prerequisites; it has no game effect).
Summon Tanar'ri (Sp): Once per day, an armanite can attempt to summon 1d10 dretches or another armanite with a 30% chance of success.
Many tanar'ri are loath to use their summon ability because doing so leaves them in the debt of the tanar'ri they summon. They only risk owing such a debt if their own lives are at risk.
- Immunities (Ex): Tanar'ri are immune to poison and electricity
- Resistances (Ex): Tanar'ri have acid, cold, and fire resistance 20.
- Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.