Amnizu
Size
Medium
Monster Race
Fiend (devil)
Alignment
Lawful Evil
Armor Class
21 (natural armor)
Hit Points
202 (27d8 + 81)
Speed
6m, fly 8m
Attributes
STR
23 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Features
Saving Throws
Dex +7, Con +9, Wis +7, Cha +10
Skills
Perception +7
Damage Resistance
Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
Fire, poison
Condition Immunities
Charmed, poisoned
Senses
Darkvision 24m, passive Perception 17
Languages
Common, Infernal, telepathy 200m
Challenge
18 (20,000 XP)
Abilities
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
At will: Charm Person, Command
3/day each: Dominate Person, Fireball
1/day each: Dominate Monster, Feeblemind
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
Melee Weapon Attack: +11 to hit, reach 2m, one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
Disruptive Touch
Melee Spell Attack: +11 to hit, reach 1m, one target. Hit: 44 (8d10) necrotic damage.
Poison Mind
The amnizu targets one or two creatures that it can see within 12m 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 12m 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 12m 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.