Large fiend (demon), chaotic evilArmor Class 16 (natural armor)
Hit Points84 (8dl0 + 40)Speed 60 ft.
STR21 (+S)DEX18 (+4)CON21 (+S)INT8 (-1)Damage Resistances cold, fire,
lightningDamage Immunities poisonCondition Immunities poisoned
......WIS12 (+1)Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.Challenge 7 (2,900 XP)
CHA13(+1)Magic Resistance. The armanite
has advantage on savingthrows against spells and other magical effects.
Magic Weapons. The armanite's weapon attacks aremagical.ACTIONS
Multiattack. The armanite makes three attacks: one with itshooves, one with its claws, and one with its serrated tail.Hooves. Melee Weapon Attack: +8 to hit, reach
S ft., one target.Hit: 12 (2d6 + S)bludgeoning damage.Claws. Melee Weapon Attack: +8 to hit, reach S ft., one target.
Hit: 10 (2d4 + 5) slashing damage.Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10
ft., onetarget. Hit: 16 (2dl0 + S) slashing damage.
Lightning Lance (Recharge 5-6). The armanitelooses a bolt oflightning in a line
60 feet long and 10 feet wide. Each creaturein the line must make a DC 15 Dexterity saving throw,taking 27(6d8) lightning damage on a failed save, or half as much dam-age on a successful one.
BULEZAU
Medium fiend (demon), chaotic evilArmor Class 14 (natural armor)Hit Points 52 (7d8 + 21)Speed 40 ft.STR15 (+2)DEX14 (+2)CON17 (+3)INT8 (-1)Damage Resistances cold, fire, lightningDamage Immunities poisonWIS9 (-1)Condition Immunities charmed, frightened,poisonedSenses darkvision 120 ft., passive Perception9Languages Abyssal,telepathy 60 ft.Challenge 3 (700 XP)CHA6 (-2)..
Rotting Presence. When any creature that isn't a demon startsits turn within 30 feet oneor more bulezaus, that creature mustsucceed on a DC 13 Constitutionsaving throw or take 1d6 ne-crotic damage plus 1 necrotic damage for each bulezau within30 feetof it.Standing Leap. The bulezau'slong jump is up to 20 feet and itshigh jump is up to 10 feet, with or without a running start.Sure-Footed. The bulezau has advantage on StrengthandDexterity saving throws made against effects that wouldknock it prone.ACTIONSBarbed Tail. Melee WeaponAttack: +4 to hit, reach S ft., onetarget. Hit: 8 (1dl2 + 2) piercing damage. If the target is acreature, it must succeed on a DC13 Constitution saving throwagainstdisease or become poisoned until the disease ends.While poisonedin this way, the target sports festering boils,coughs up flies, and sheds rotting skin, and thetarget mustrepeat the savingthrow after every 24 hours that elapse. On asuccessful save, the disease ends. On a failed save, thetarget'shit point maximum is reduced by 4 (ld8). The target diesif itshit point maximum is reducedto 0.CHAPTER 6 I BESTIARY