Medium Fiend (Devil), Typically Lawful Evil
Armor Class 21 (natural armor)
Hit Points 250 (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 +8, CON +10, WIS +8, CHA +11
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 17
Languages Common, Infernal, Telepathy 1,000 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.

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

Actions

Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.

Taskmaster Whip. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 22 (4d10) force damage.

Blinding Rot. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 20 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 19 Intelligence saving throw or take 26 (4d12) psychic damage and 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.

Infernal Conscription. Firkoru tries to turn a creature within 60 feet of it into its infernal thrall, corrupting both mind and body. The target makes a DC 20 Wisdom Saving Throw. On a failure, the creature is charmed and obeys any commands Firkoru says (No action required). Firkoru can use her action to control an Infernal Conscript on its turn. While a creature is an infernal conscript, their attacks deal an additional 2d6 fire damage. An infernal Conscript can make the saving throw again at the end of each of its turns, ending the effect on a success. If a creature does not succeed for 1 minute, the creature becomes a Narzugon.

Spellcasting. The amnizu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):

At will: command

1/day: feeblemind

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 20 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 twice on either Instinctive Charm or Proactive Charm, the attacker is immune to the amnizu’s Charms for 24 hours.

Legendary Actions

Firkoru has 3 Legendary Actions, but can only 

Infernal Command (2 actions). Firkoru allows another fiend within sight to take another turn. 

Demoralizing Phrase. Firkoru makes eye contact with a creature within 120 feet of her, and whispers their deepest and most secret secret insecurities. That creature must make a DC20 Wisdom Saving Throw or their saving throws have disadvantage until the end of their next turn.

Proactive Charm (2 actions). Firkoru targets a creature within 60 feet of her. They must succeed a DC20 Wisdom Saving Throw, or they must immediately make an attack against another creature of Firkoru's choice. This uses the creature's reaction if they have one. 

Flyby. Warlord Firkoru flies up to his movement without provoking opportunity attacks

Mythic Actions

Villain Actions 

Charge! [Trigger: Combat begins] Fiends can move up to half their movement towards an enemy.

What are you doing? Get them! [Trigger: Firkoru is at half health] Fiends can use their reaction to make a single weapon attack against a creature within reach.

There are fates worse than death. Don't make me give it to you! [Trigger: Firkoru would drop to 0 HP or ends its turn below 50 HP] All fiends can use their reaction to absorb the damage Firkoru would have taken if they are within 5 feet of her. 

Lair and Lair Actions

Booming Command.  If Firkoru is present, he can choose which command to make. If not, roll a d4. 
1. Get Moving! All fiends that can hear Firkoru can move up to 10 feet. 
2. Attack! Fiends that can hear Firkoru can use their reaction to make a melee weapon attack.
3. Brace! Fiends can use their reaction to reduce increase their AC by 1d8 against one attack.
4. You will all fall. Firkoru utters a demoralizing phrase. Creatures other than fiends that can hear must make a DC15 WIS saving throw or fall prone. This counts as magical effect.

Corrupting Pulse. A pulse of corrupting energy pulses from the temple. Each creature other than fiends in the corruption must make a DC15 CON saving throw or suffer one of the following effects:
Fail: Your next attack roll or saving throw has disadvantage
Fail by 5+: All attack rolls and saving throws you make are at disadvantage until the end of your next turn.
Fail by 10+: You take 3d10 necrotic damage

Poison Cloud. A 15ft radius poison cloud appears in a space within range. That area becomes difficult terrain unless the creature has resistance or immunity to poison. Creatures who start their turn here or enter the area for the first time must make a DC14 CON save or take 2d6 poison damage. The cloud dissipates at initiative count 20.

NChase

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