AMNIZU
Amnizus lead the infernal legions into battle and com-mand guardians at the gateways to the Hells. Amnizusare arrogant, bullying, and ruthless, but they're a lsohighly 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 Styx fromfortresses along the river's blighted banks, whe re itflows through Dis and Stygia. Souls arriving in the formof lemures have no personalities or memories; they'redriven only by the desire to commit evil. The amnizusthat patrol here drill the rules of the Nine Hells into thenew arrivals' pitiful brains and marshal the lemuresinto legions.VARIANT: D EVIL SUMMONINGSome amnizus have an action that al lows them to sum-mon other devils.Summon Devil (1/Day). The amnizu summons 2d4bearded devils or ld4 barbed devils. A summoned devilappears in an unoccupied space within 60 feet of theamnizu, acts as an a lly of the amnizu, and can't summonother devils. It remains for l minute, until the amnizudies, or until its summoner dismisses it as an action.AMNIZU
Medium fiend (devil), lawful evilArmor Class 21 (natural armor)H it Points 202 (27d8 + 81)Speed 30 ft., fly 40 ft.STR11 (+0)DEX13 (+l)CON16 (+3)INT20 (+S)WIS12 (+l)Saving Throws Dex +7, Con +9, Wis +7, Cha +10Skills Perception +7CHA18 (+4)Damage Resistances cold; bludgeoning, piercing, and slashingfrom nonmagical attacks that aren't silveredDamage Immunities fire, poisonCondition Immunities charmed, poisonedSenses darkvision 120 ft. , passive Perception 17Languages Common, Infernal, telepathy l , 000 ft.Challenge 18 (20, 000 XP)Devil's Sight. Magical darkness doesn't impede the amnizu'sdarkvision.Innate Spellcasting. The amnizu's innate spellcasting abilityis Intelligence (spell save 19, + 11 to hit with spell attacks). Theamnizu can innately cast the following spells, requiring no ma-terial components:At will: charm person, command3/day each: dominate person, fireballl/day each: dominate monster,feeblemindMagic Resistance. The amnizu has advantage on saving throwsagainst spells and other magical effects.CHAPTER 6 I Ol::STTARYACTIONSMultiattack. The amnizu uses Poison Mind. It also makes twoattacks: 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 (6dl0)force damage.Disruptive Touch. Melee Spell Attack: + 11 to hit, reach 5 ft. , onetarget. Hit: 44 (8dl0) necrotic damage.Poison Mind. The amnizu targets one or two creatures that itcan see within 60 feet of it. Each target must succeed on a DC19 Wisdom saving throw or take 26 (4dl2) necrotic damage andbe blinded until the start of the amnizu's next turn.Forgetfulness (Recharge 6). The amnizu targets one creatureit can see w ithin 60 feet of it. That creature must succeed ona DC 18 Intelligence saving throw or become stunned for lminute. A stunned creature repeats the saving throw at the endof each of its turns, ending the effect on itself on a success. Ifthe target is stunned for the full minute, it forgets everything itsensed, experienced, and learned during the last 5 hours.REACTIONSInstinctive Charm. When a creature within 60 feet of the am-nizu makes an attack ro ll against it, and another creature iswithin the attack's range, the attacker must make a DC 19Wisdom saving throw. On a failed save, the attacker musttarget the creature that is closest to it, not including the am-nizu or itself. If multiple creatures are closest, the attackerchooses which one to target. If the saving throw is successful,the attacker is immune to the amnizu's Instinctive Charmfor 24 hours...