Medium fiend (devil), Lawful Evil
| Armor Class | 21 (natural armor) |
|---|---|
| Hit Points | 202 (27d8 + 81) |
| Speed | 30 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 16 (+3) | 20 (+5) | 12 (+1) | 18 (+4) |
| Saving Throws | Cha +10, Con +9, Dex +7, Wis +7 |
|---|---|
| Skills | Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | charmed; poisoned |
| Senses | darkvision 120 ft., passive Perception 17 |
| Languages | Common, Infernal, telepathy 1,000 ft. |
| Challenge | 18 |
Magical darkness doesn't impede the amnizu's darkvision.
The amnizu has advantage on saving throws against spells and other magical effects.
The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 16 (3d10) force damage.
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.
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.
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.
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
1/day: feeblemind
3/day: dominate monster
Medium fiend (devil), Lawful Evil
| Armor Class | 21 (natural armor) |
|---|---|
| Hit Points | 202 (27d8 + 81) |
| Speed | 30 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 16 (+3) | 20 (+5) | 12 (+1) | 18 (+4) |
| Saving Throws | Cha +10, Con +9, Dex +7, Wis +7 |
|---|---|
| Skills | Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | charmed; poisoned |
| Senses | darkvision 120 ft., passive Perception 17 |
| Languages | Common, Infernal, telepathy 1,000 ft. |
| Challenge | 18 |
Magical darkness doesn't impede the amnizu's darkvision.
The amnizu has advantage on saving throws against spells and other magical effects.
The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
Melee Spell Attack Roll: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage.
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.
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.
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.
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 each/day: dominate person, fireball
1 each/day: dominate monster, feeblemind