AMNIZU – 5e stats

Medium fiend (devil), lawful evil

Armor Class 21 (natural armor)
Hit Points 202 (27d8 + 81)
Speed 30 ft., fly 40 ft.

Proficiency Bonus +6
Proficiency Bonus +12 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)16 (+3)19 (+4)14 (+2)15 (+2)19 (+4)

Saving Throws Dex +7, Con +9, Wis +7, Cha +10
Skills Perception +7
Damage Resistances cold; bludgeoning, piercing, and 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 (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 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:

Innate Spellcasting (suggested). The amnizu’s innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:

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.
  • Disruptive Touch (suggested). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. The attack can ignore the target’s armor except the magical bonus.
  • 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 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 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.
  • Forgetfulness(suggested). The amnizu targets one creature it successfully hit within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or forget everything it sensed, experienced, and learned during the last 24 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

The amnizu are a type of greater baatezu that dwell primarily on Stygia, the fifth layer of the Nine Hells. They are also known as styx devils, because they guard and patrol the River Styx that flows through their domain. The amnizu have a grotesque appearance: they stand about 6 feet tall, with elongated, bald heads, stubby limbs, and large, leathery wings. Their faces have pug noses, bulging eyes, and snarling mouths filled with jagged, razor-sharp teeth.

COMBAT

The amnizu are powerful and cunning fiends that prefer to avoid direct combat and delegate it to their underlings. They have a touch attack that channels harmful energy and bypassing ordinary armor. They also have a close connection to the River Styx, which allows them to drain the memories of those they touch, causing them to forget one whole day’s events unless they succeed on a saving throw vs. spells. The amnizu are vulnerable to holy words, which can banish them back to Stygia.

HABITAT / SOCIETY

The amnizu are among the nobility of the Nine Hells, and they obey orders only out of fear of the pit fiends and the Dark Eight, the generals of Hell’s armies. The amnizu are ambitious and treacherous, and they often plot against their rivals and superiors. They command thousands of abishai (green abishai, red abishai, white abishai, black abishai) and erinyes, which they use to protect the River Styx from invaders and to carry out their schemes.

ECOLOGY

The amnizu serve as guardians of the Nine Hells, especially Stygia, where the River Styx enters from Avernus. They have the power of imprisonment, which they use to capture and torment mortals who dare to enter their realm. The amnizu feed on the fear and pain of their victims, as well as on the souls of the damned that flow through the Styx.