Amnizu Species in Faerûn | World Anvil
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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.   Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. 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 Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions.    

Amnizu CR: 18 (20,000 XP)

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

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, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 120 feet, Passive Perception 17
Languages: Common, Infernal, Telepathy 1,000 feet
Challenge Rating: 18 (20,000 XP)

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:

  Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects.

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.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
4 to 10 feet
Average Weight
200 to 700 pounds

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