Amnizu
Amnizu CR: 18 (20,000 XP)
STR
11 +0
DEX
13 +1
CON
16 +3
INT
20 +5
WIS
12 +1
CHA
18 +4
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
Actions
Multiattack. The amnizu uses poison mind. It also makes two attacks: one with its whip and one with its disruptive touch. Whip. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 1d4 + 5 slashing damage plus 6d10 force damage. Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 feet, one target. Hit: 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 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.
Comments