Devil, Amnizu (Baatezu) (LW)
Medium-Size Outsider (Lawful, Evil) | |
Hit Dice: | 10d8+10 (55 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 20 ft., fly 50ft. (average) |
Armor Class: | 27 (+4 Dex, +13 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | Dark ray +14 ranged touch |
Space/Reach: | 5ft. by 5ft./5ft. |
Special Attacks: | Spell-like abilities, erase memory, summon baatezu 0 |
Special Qualities: | Damage reduction 20/+2, SR 25, baatezu qualities 0 |
Saves: | Fort +8, Ref +11, Will +11 |
Abilities: | Str 13, Dex 19, Con 13, Int 16, Wis 18, Cha 150 |
Skills: | Bluff +15, Concentration +13, Hide +15, Knowledge (arcana) +16, Listen +17, Move Silently +15, Search +15, Sense Motive +16, Spot +170 |
Feats: | Dodge, Improved Initiative, Point Blank Shot 0 |
Environment: | Any land or underground |
Organization: | Solitary, team (2-4), squad (6-10) or troupe (1-2 |
Challenge Rating: | 11 |
Treasure: | Standard coins; double goods; standard items |
Alignment: | Lawful Evil |
Advancement: | 11-15 HD (Medium-size); 16-27 HD (Large) |
Level Adjustment: | 0 |
For more information, see the Planescape Monster Compendium I (pg. 19).0CombatSpell-Like Abilities: At will – animate dead, charm person, desecrate, detect good, detect magic, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only), unholy aura; 3/day – fireball; 1/day – imprisonment. The abilities are as the spells cast by a 12th level sorcerer (save DC 12 + spell level).Erase Memory (Su): When hit by an amnizu’s dark ray, a creature must make a successful Will save (DC 17) or lose a day’s memory each time. A spellcaster hit by the dark ray forgets one spell of the highest level prepared that day.Summon Baatezu (Sp): Once per day an amnizu can attempt to summon 2d6 abishai with a 50% chance of success or 1d4 erinyes with a 30% chance of success.0Habitat/SocietyAmnizu are primary inhabitants of Stygia, the fifth layer of Baator and one of few areas visited by the River Styx. They are in a way part of Baator's nobility, they follow orders solely because of their desire to advance and their abject fear of pit fiends. Given the right reasons and enough time to plot properly, an amnizu might even order it's minions to attack a pit fiend.The amnizu guard the River Styx, as it is a weak point in Baator's defenses. This is achieved through the amnizu's command of an army of erinyes that is reported to be 1,000 strong.0EcologyMany mortals who travel to Stygia end up falling prey to the amnizu's imprisonment power, granted to them by the Dark Eight to help protect Baator's borders.0