21 (natural armor)
202 (27d8+81)
walk 30 ft., fly 40 ft.
Dex +7, Con +9, Wis +7, Cha +10
Perception +7
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, poisoned
darkvision 120 ft.
Common, Infernal, telepathy 1,000 ft.
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'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
The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
Melee Spell Attack: +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.
Some amnizus have an action that allows them to summon other devils. 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
21 (natural armor)
202 (27d8 + 81)
walk 30 ft., fly 40 ft.
Dex +7, Con +9, Wis +7, Cha +10
Perception +7
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, poisoned
darkvision 120 ft.
Common, Infernal, telepathy 1,000 ft.
18
+6
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 Weapon Attack: +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.
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