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Monster

Amnizu

Medium Fiend · Lawful Evil

Mordenkainen Presents: Monsters of the Multiverse Page 46
Armor Class21
Hit Points202 (27d8 + 81)
SpeedWalk 30 ft., Fly 40 ft.
Challenge18
STR11
DEX13
CON16
INT20
WIS12
CHA18

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. 9 () 🗡️ Slashing damage plus 16 () 🌀 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 () 💀 Necrotic damage and be 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 () 🧠 Psychic damage and become for 1 minute. A 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 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.