THE SHARED REFERENCE Adventurer

Monster

Amnizu

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Medium
Armor class
21 (natural armor)
Hit points
202 (27d8 + 81)
Speed
Walk 30 ft., Fly 40 ft.
Challenge rating
18
Alignment
Lawful Evil
Strength
11
Dexterity
13
Constitution
16
Intelligence
20
Wisdom
12
Charisma
18
Passive Perception
17
Saving Throws
dex: +7; con: +9; wis: +7; cha: +10
Skills
perception: +7
Senses
darkvision 120 ft.
Languages
Common, Infernal, telepathy 1,000 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, poisoned

Traits

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.

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.

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

1/day: feeblemind

3/day: dominate monster

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