Planescape
Monstrous compendium appendix i
Baatezu, Greater – Amnizu
Size / Type |
Medium-size Outsider (Lawful, Evil) |
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Hit Dice |
9d8+18 (59) |
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Initiative |
+6 (+2 Dex, +4 Feat) |
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Speed |
20ft., fly 40ft. (average) |
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Armor Class |
21 (+2 Dex, +9 Natural) |
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Attacks |
Touch +10/+5 |
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Damage |
Touch 2d6 negative energy and forget |
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Face / Reach |
5ft by 5ft / 5ft |
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Sp. Attacks |
Forget, spell-like abilities, gate |
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Sp. Qualities |
DR 10 / [+2 and (good or silver)], SR21, baatezu, outsider |
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Saves |
Fort +8 |
Ref +8 |
Will +10 |
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Abilities |
Str 12 |
Dex 14 |
Con 14 |
Int 16 |
Wis 18 |
Cha 18 |
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Skills |
Bluff +16, Concentration +11, Knowledge (any 3) +14, Listen +16, Search +15, Sense Motive +16, Spot +16 |
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Feats |
Improved Initiative, Fly-by Attack, Dodge |
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Climate |
Baator, mostly Stygia |
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Organization |
Solitary, or Pair |
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Rating (CR) |
12 |
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Treasure |
Standard |
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Alignment |
Always Lawful Evil |
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Advancement |
Only inside baatezu stations |
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A Holy Word or Word of Chaos spell drives an amnizu back to its own plane, Stygia. · Forget (Su): The touch of an amnizu, due to it’s close ties to the river Styx, acts as a powerful Forget spell that causes the target to forget one whole day’s memory unless a Will save is succeed (DC 17). This attack is particularly nasty to spellcasters, who forget all their recently memorized spells. However, the least effect this touch produce is to leave the victim disoriented for 1 round as a Daze spell. · Spell-like Abilities (Sp): At will – Fireball (10d6, DC17, 3/day), and Imprisonment (1/day). · Gate (Su): Once per day an amnizu can attempt to gate in 2 to 20 abishai (50% chance, any type) or 1 to 8 erinyes (30% chance). · Baatezu Qualities:
· Outsider: Darkvision 60 feet.
Can’t be raised or resurrected.
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