Amnizu

Mordenkainen Presents: Monsters of the Multiverse p. 46,

Tamaño
Mediano
Tipo
fiend (devil)
Alineamiento
typically lawful evil
CA
21 (natural armor)
Puntos de golpe
202 (27d8+81)
Velocidad
walk 30 ft., fly 40 ft.
Salvaciones
Dex +7, Con +9, Wis +7, Cha +10
Habilidades
Perception +7
Resistencias
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Inmunidades
fire, poison
Inmunidad a estados
charmed, poisoned
Sentidos
darkvision 120 ft.
Percepción pasiva
17
Idiomas
Common, Infernal, telepathy 1,000 ft.
Desafío
18
FUE
11
+0
DES
13
+1
CON
16
+3
INT
20
+5
SAB
12
+1
CAR
18
+4

Rasgos

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.

Acciones

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

Reacciones

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.

Conjuros

command, dominate monster, feeblemind

Otros datos

description