# Demon, Armanite >[!rimg]+ > ![[Placeholder2.png]] *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.* <div class="grid-container"><div class="MON">Armanite</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Fiendish Codex 1 pg. 28, Manual of the Planes</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Large Outsider (chaotic, demon, evil) **Init** +0 **Senses** darkvision 60 ft.; **Perception** +1 #### defense **AC** 25, 9 touch, 25 flat-footed (+8 armor, +6 natural, +2 shield, -1 size) **hp** 43 (5d10+15) **Fort** +4, **Refl** +4, **Will** +5 **Feint** 16, **Demoralize** 16 **DR** 10/cold iron or good; **SR** 18 **Immune** electricity, poison; **Resist** acid 10, cold 10, fire 10 #### offense **Speed** 60 ft. (40 ft. in armor), fly 40 ft. (poor) **Melee** mwk heavy lance +9 (1d8+7), 2 hooves +4 (1d6+2) or heavy flail +9 (1d10+5), 2 hooves +4 (1d6+2) **Ranged** +1 shocking burst composite longbow +5 (1d8+6/×3 plus 1d6 electricity) **Space** 10 ft., **Reach** 5 ft. (10 ft. with lance) **Special Attacks** cavalry charge **Spell-Like Abilities** (CL 3th, Concentration +4) > **1/day**— _summon_ (level 2, 1d10 dretches or 1 armanite at 30%) #### statistics **Str** 20, **Dex** 11, **Con** 17, **Int** 8, **Wis** 12, **Cha** 13 **BAB** +5, **CMB** +11, **CMD** 21, **TA** +9, **RTA** +4 **Feats** [[Ride-By Attack]], [[Power Attack]], [[Run]] **Skills** Bluff +9, Fly +2, Intimidate +9 Perception +1, Stealth +6, Survival +9 **Languages** Abyssal; telepathy 100 ft. **SQ** tauric combat #### special abilities ### 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. ### 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. ### Sparkbolt (Su) Arrows fired by an armanite gain a +1 enhancement bonus and the shocking burst weapon quality. #### tactics **During Combat** An armanite knows its role on the battlefi eld and revels in it. Its charge delivers maximum destruction and mayhem. Once engaged in melee, an armanite switches to a heavy flail that it spins wildly, swinging as it kicks with its hooves. #### Gear **Combat Gear** full plate, masterwork lance, masterwork heavy flail, composite longbow (+5 Str bonus) with 20 arrows #### Ecology **Terrain** Any land (Abyss) **Organization** Solitary, company (5–8), or troop (8–18 plus 1 hezrou) **Treasure** Standard **Advancement** 6–10 HD (Large); 11–15 HD (Huge) Armanites are demonic heavy cavalry, charging with uncontained bloodlust and fury into the ranks of their foes. Armanites are usually encountered in troops of eight to twelve, led by a single charismatic leader called a knecht (or pathwarden). A knecht typically has four to six levels of ranger and often provides ranged support with his arrows while allowing his troops to charge the enemy. Armanites encountered in smaller numbers are almost always ragged survivors of a raid gone awry. Since they often turn on each other when there’s nothing else to fight, it’s far more common to encounter a lone armanite than to find them in groups of 2–7. An armanite lives for war. As with other outsiders, it has no need to eat or drink. With little else to occupy it, an armanite fills its time with combat. An armanite not in battle or planning war is actually at its most dangerous and unpredictable, because it has no target on which to unleash its rage. Armanites can be found on any layer of the Abyss that is commanded by particularly militant demon princes. The Plains of Gallenshu (layer 377) is commonly held to be the source of the armanite race—certainly, this layer is rife with thousands of constantly warring tribes of these demons. An armanite stands 9 feet tall and weighs 2,600 pounds. Armanite weapons and armor are often engraved with Abyssal runes and are always kept in immaculate condition. ### Society Armanites are mercenaries and scavengers, collecting their pay and their dinner from the bodies of those they slay. They quickly grow restless when battle grows scarce—as a result, they never take part in sieges. Armanites breed, but female armanites are only half as populous as males. The sexes are kept segregated into separate packs for most of their lives. Both enjoy the chance to do battle. They mingle only during mating (which most often occurs on fresh battlefi elds). Young armanites mature quickly and are full grown within a year. Immature armanites are orphaned quickly and receive no special treatment or care. Because they operate so well in groups, armanites are often selected to undertake special missions for their Abyssal lords. On such missions, they typically carry large banners proclaiming their allegiance to their lord, although this allegiance can be extremely tenuous; the loss of the banner is sometimes all it takes for a troupe to switch sides. There are twenty-four known armanite cities on the Plains of Gallenshu, each ruled by a powerful armanite called a konsul. A konsul is usually a ranger, fighter, or rogue of 6th to 12th level. Rumors hold that at least two konsuls are multiclass cleric/wizard mystic theurges.