Amnizu (variant)

Medium fiend (devil), lawful evil

Armor Class

21 (natural armor)

Hit Points

202 (27d8 + 81)

Speed

30 ft., fly 40 ft.

STR

11 (0)

DEX

13 (+1)

CON

16 (+3)

INT

20 (+5)

WIS

12 (+1)

CHA

18 (+4)

Damage Immunities

fire, poison

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft., passive Perception 17

Saving Throws

Dex +7, Con +9, Wis +7, Cha +10

Skills

Perception +7

Languages

Common, Infernal, telepathy 1,000 ft.

Challenge

18 (20,000 XP)

Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.

Innate Spellcasting. The amnizu’s innate spellcasting ability is Intelligence (spell save DC 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

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 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.

Disruptive Touch Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage.

Poison Mind 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 is 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 make a DC 18 Intelligence 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.

Summon Devil (1/Day) The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet 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

medium
fiend
cr18
mordenkainens-tome-of-foes
(p. 164)