Kryx RPGThemesMonsters

Amnizu

Medium fiend (devil)
Challenge
18 (20,000 XP)

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

202
27d8+81
21
Soak
3
Fort
+9
Ref
+7
Will
+8
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities charmed, poisoned

Speed 9 m., fly 12 m.
Senses darkvision 35 m., passive Perception 17
Skills Perception +7
Languages Common, Infernal, telepathy 305 m.

Dashing Strike. If the amnizu uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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:

At will: charm creature, command

3/day each: fireball, mind control

1/day each: feeblemind, mind control

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 1.5 m. Hit: 10 (2d4 + 5) slashing damage, plus 33 (6d10) force damage.

Disruptive Touch. Melee Spell Attack: +11 to hit, reach 1.5 m. Hit: 44 (8d10) necrotic damage.

Poison Mind. The amnizu targets one or two creatures that it can see within 18 meters of it. Each target must succeed on a DC 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 18 meters of it. That creature must make a DC 18 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 18 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 as an action

Reactions

Instinctive Charm. When a creature within 18 meters 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 Will 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.

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