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Amnizu

Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal- qualities that the hellish archdukes value.   Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks. Souls arriving in the form of lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Devils into the new arrivals' pitiful brains and marshal the lemures into legions.
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Amnizu

Medium fiend (devil), lawful evil
Armor Class 21 (natural armor)
Hit Points 202 27d8+81
Speed 30ft Fly: 40ft

STR
11 0
DEX
13 +1
CON
16 +3
INT
20 +5
WIS
12 +1
CHA
18 +4

Saving Throws Dex +7, Con +9, Wis +7, Cha +10
Skills Perception +7
Damage Resistances Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Languages Infernal, telepathy 1,000 ft.
Challenge 18


Devil's Sight. Magical darkness doesn't impede the amnizu's darkvision.   Innate Spellcasting. The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:   At will: charm person, command   3/day each: dominate person, fireball   1/day each: dominate monster, feeblemind   Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects.   Variant: Devil Summoning   Some amnizus have an action that allows them to summon other devils.   Summon Devil (1/Day). The amnizu summons 2d4 Bearded Devils or 1d4 Barbed Devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action.


Actions

Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.   Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.   Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft. , one target. Hit: 44 (8d10) necrotic damage.   Poison Mind. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn.   Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.

Reactions

Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.


 

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