Kryx RPGThemesCreatures
Amnizu

Amnizu

Medium fiend (devil)
Challenge
18

STR
0
DEX
1
CON
3
INT
5
WIS
1
CHA
4

202
27d8+81
25
Soak
3
Fort
+9
Ref
+6
Will
+10
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning charmed, poisoned

Speed 5 m., fly 8 m.
Skills Divinity (Int) +11 (22), Insight +1 (12), Perception +7 (18)
Senses darkvision 20 m.
Languages Common, Infernal, telepathy 300 m.

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.

Spellcasting. The amnizu uses Divinity (Int) to cast spells (spell save Difficulty 19, +11 to hit with spell attacks). It has 35 mana, a mana limit of 6, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: charm creature, command

Cantrips (at will, 23rd-level spellcaster): poison spray

1 mana: confusion poison, detect poison, envenomed weapon, instinctive charm, poison burst, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes

2 mana: cloudkill, halo of spores, insanity mist, mind control, neutralize poison, noxious plume, paralytic poison, poison bane, stinking cloud

4 mana: feeblemind

Actions (3)

Taskmaster Whip (1/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.

Disruptive Touch (1/turn). Melee Spell Attack: +11 to hit, reach 1 m. Hit: 44 (8d10) necrotic damage.

Poison Mind (1/turn). The amnizu targets one or two creatures that it can see within 10 meters of it. Each target must succeed on a Difficulty 19 Will saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu’s next turn.

Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 10 meters of it. That creature must make a Difficulty 19 Will 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.

Variant: Summon Devil (1/long rest). The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 10 meters 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 on its turn (no action required)

mtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.