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monster

Amnizu

Amnizu
Amnizu
CR 18
Medium Fiend (devil), Lawful Evil
Reveal Stat Block
Armor Class
21 (natural armor)
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

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 Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
Taskmaster Whip.mw 11 to hit, reach 10 ft., one target. ({@damage 2d4 + 5) slashing damage plus 33 (6d10) force damage.
Disruptive Touch.ms 11 to hit, reach 5 ft., one target. ({@damage 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 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn.
Forgetfulness.The amnizu targets one creature it can see within 60 feet of it. That creature must make a 18 Intelligence saving throw and on a failure the target is 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 remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
Reactions.Reactions the creature can take:
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 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.

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, where it flows through Dis and Stygia. Souls arriving in the form of lemure||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.