Climate/Terrain: The AbyssFrequency: Rare
Activity Cycle: Any
Intelligence: Average (8-10)
Treasure: A, D, I
Alignment: Chaotic Evil
Number Appearing: 2d10
Armor Class: 2
Movement: 18, Fl 18 (C)
Hit Dice: 5
Number of Attacks: 2 and 1
Spiked Hooves (x2): 2d6, 2d6
Crushing Hooves (Armanite ability): On a roll of 20, and Armanite's spiked hooves can crush a Shield (75% of the time) or Breast Plate (25% of the time) reducing its AC protection by 1. Magical Armor is entitled to a Save vs. Crushing Blow
Darkness 15' Radius (per spell, Tanar'ri Ability)
Spark Bolts (Armanite ability): Armanites with Bows or Crossbows can fire Spark Bolts for 2d8 points of electrical damage, with a save for half.
Immune to non-magical Fire, Lightning and Poison
Takes half damage from Magical Fire, Cold and Gas
+2 or better Weapons to hit, but takes full damage from Iron of Silver Weapons
Can gallop into the sky 1/day for 1 hour.
Infravision (per spell, Tanar'ri Ability)
Teleport Without Error (per spell, Tanar'ri Ability)
Telepathy/Tongues (Tanar'ri ability): Can communicate Telepathically with any intelligent life form regardless language barriers.
Takes full damage from Iron or Silver Weapons
Take 3d6 damage from a vial of Holy Water, d6 from splashes.
Magic Resistance: Nil
Size: L (10' tall, 6' at the haunches)
Morale: Champion (15-16)
XP Value: 2,000
Notes: Armanites tend to use their troupe's weapon of choice. Usually:
Horseman's Mace (20%): Speed 6, d6/d4
Flamberge (2-Handed Sword) (30%): Speed 10, d10/3d6
Halberd (20%): Speed 9, d10/2d6
Scimitar (20%): Speed 5, d8/d8
Lance and...: Speed 6, d6+1/2d6 (double damage when charging)
...Saber (10%): Speed 4, d6+1/d8+1
some also carry:
Heavy Crossbows (10%): Speed 10, d4+1/d6+1, ROF: 1/2, Range: 8/16/24
Recurved Composite Bows... (20%): Speed 7, ROF: 2, Range: 4/8/17
...with Barbed Arrows d8+1/d8+1
Each pack is led by a Pathwarden or Knecht: AC: 0, 8 HD, 3d6/3d6, MV: 21 and 19 Strength (+7 Damage.) Can infuse ALL weapons with Spark Bolts each round.
Each of the 24 known Armanite Towns is led by a Konsul: AC: -3, 11 HD, 4d6/4d6, MV: 24 and 20 Strength (+8 Damage.) Can infuse ALL weapons with Spark Bolts each round. Can throw 11 HD Lighting Bolts, 3/day. A few of the Konsuls are Spellcasters: Can be Mages up to 8th Level and Priests up to 5th Level.
Source: 2nd Edition AD&D 2603, Planes of Chaos Monstrous Supplement, pages 24-25
Ed's Notes: The elite Mercenaries and Shock Troops in the Blood War. A troop of these trampling over you can leave your character damaged in ways that don't heal. Also... the MS in PoC says they're immune to Cold "like all Tanar'ri." But I think that's a typo, because ALL Tanar'ri AREN'T immune to Cold. They take half damage. So that's how I'm writing it up here.
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