Page 165 - Mordenkainen's Tome of Foes Deluxe
P. 165

•
                                                                                                          •


           AMNIZU
            Amnizus lead the infernal legions into battle and com-
            mand guardians at the gateways to the Hells. Amnizus
            are arrogant, bullying, and ruthless, but they're also
            highly intelligent tacticians and unfailingly loyal- quali-
            ties that the hellish archdukes value.
             Guarding the River S tyx. Some amnizus perform
            the critical task of watching over the River S tyx from
            fortresses along the river's blighted banks, where it
            flows through Dis and Stygia. Souls arriving in the form
            of lemures have no personalities or memories; they're
            driven only by the desire to commit evil. The amnizus
            that patrol here drill the rules of the Nine Hells into the
            new arrivals' pitiful brains and marshal the lemures
            into legions.


              VARIANT:  D EVIL SUM MONIN G                                                                                ..
              Some amnizus have an action that allows them to sum-
              mon other devils.
               Summon Devil (1/Day). The amnizu summons 2d4
              bearded devils or ld4 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 l  minute, until the amnizu                                                    •
              dies, or until its summoner dismisses it as an action.



           AMNIZU                                               ACTIONS
            Medium fiend (devil), lawful evil                   Multiattack. The amnizu uses Poison Mind. It also makes two
                                                                attacks: one with its whip and one with its Disruptive Touch.
            Armor Class 21  (natural armor)
            Hit Points 202 (27d8 + 81)                          Taskmaster Whip. Melee Weapon Attack: +11  to hit, reach 10 ft.,
            Speed 30 ft., fly 40 ft.                            one target. Hit: 10 (2d4 + 5)  slashing damage plus 33  (6dl0)
                                                                force damage.
              STR     DEX    CON      INT    WIS     CHA
             11  (+0)   13 (+l)   16 (+3)   20 (+S)   12 (+l)   18 (+4)   Disruptive Touch.  Melee Spell Attack: +11  to hit, reach 5 ft., one
                                                                target. Hit: 44 (8dl0) necrotic damage.
            Saving Throws Dex +7, Con +9, Wis +7, Cha +10       Poison Mind. The amnizu targets one or two creatures that it
            Skills Perception +7
                                                                can see within 60 feet of it.  Each target must succeed on a DC
            Damage Resistances cold; bludgeoning, piercing, and slashing
                                                                19 Wisdom saving throw or take 26 (4dl2) necrotic damage and
             from nonmagical attacks that aren't silvered
            Damage Immunities fire, poison                      be blinded until the start of the amnizu's next turn .
            Condition Immunities charmed, poisoned              Forgetfulness (Recharge 6). The amnizu targets one creature
            Senses darkvision 120 ft., passive  Perception 17   it can see within 60 feet of it. That creature must succeed on
            Languages Common, Infernal, telepathy l ,000 ft.    a DC 18 Intelligence saving throw or become stunned for l
            Challenge 18 (20,000 XP)
                                                                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
            Devil's Sight. Magical darkness doesn't impede the amnizu's   the target is stunned for the full  minute, it forgets everything it
            darkvision.
                                                                sensed, experienced, and learned during the last 5 hours.
            Innate Spellcasting. The amnizu's innate spellcasting ability
                                                                REACTIONS
            is Intelligence (spell save 19, + 11  to hit with spell attacks). The
            amnizu can innately cast the following spells, requiring no ma-  Instinctive Charm. When a creature within 60 feet of the am-
            terial components:                                  nizu makes an attack roll against it, and another creature is
                                                                within the attack's range, the attacker must make a  DC  19
            At will: charm person, command
                                                                Wisdom saving throw. On a failed  save, the attacker must
            3/day each: dominate person, fireball
                                                                target the creature that is closest to it, not including the am-
            l/day each: dominate monster,feeblemind
                                                                nizu or itself. If multiple creatures are closest, the attacker
            Magic Resistance. The amnizu has advantage on saving throws   chooses which one to target. If the saving throw is successful,
            against spells and other magical effects.           the attacker is immune to the amnizu's Instinctive Charm
                                                                for 24 hours.


            CHAPTER 6  I  Ol::STTARY
   160   161   162   163   164   165   166   167   168   169   170