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; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Infernal, Telepathy 1,000 ft. Common, Infernal, telepathy 1,000 ft
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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
3/day each: fireball
2/day each: 
dominate monster

Actions

Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch

Taskmaster WhipMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.

Disruptive TouchMelee 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.

Summon Devil (1/day). The amnizu summons 1d4 spined devils and 2d4 lemures. 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.

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.

 
Legendary Actions

 

None

Mythic Actions

 

None

Description

The amnizu dwell primarily on Stygia, the fifth plane of Baator. They often enter the upper layers of Baator on missions.

The amnizu are gruesome and unseemly: 6 feet tall with elongated, bald heads, stubby legs and arms, and large, leathery wings. Amnizu have pug noses, large eyes, and snarling mouths tilled with jagged, razor-sharp teeth.

Lair and Lair Actions

 

None

Monster Tags: Devilfiend

CedarBK616

Comments

Posts Quoted:
Reply
Clear All Quotes