Amnizu

Mordenkainen Presents: Monsters of the Multiverse p. 46,

Size
Medium
Type
fiend (devil)
Alignment
typically lawful evil
AC
21 (natural armor)
Hit Points
202 (27d8+81)
Speed
walk 30 ft., fly 40 ft.
Saving Throws
Dex +7, Con +9, Wis +7, Cha +10
Skills
Perception +7
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison
Condition Immunities
charmed, poisoned
Senses
darkvision 120 ft.
Passive Perception
17
Languages
Common, Infernal, telepathy 1,000 ft.
Challenge
18
STR
11
+0
DEX
13
+1
CON
16
+3
INT
20
+5
WIS
12
+1
CHA
18
+4

Traits

Proficiency Bonus

+6

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: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 16 (3d10) 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 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 60 feet of it. That creature must succeed on a DC 18 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.

recharge

D6

Spellcasting

The amnizu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):

  • At will: command
  • 3/day: dominate monster
  • 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 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.

Spells

command, dominate monster, feeblemind

Other data

description