# Devil, Amnizu >[!rimg]+ > ![[Placeholder2.png]] *This creature is a green, short, stocky, winged being, vaguely resembling a gargoyle. It has an oversized, elongated head fitted with small, porcine eyes, a pug nose, and a large, fang-filled mouth. Large bat-wings spread from its back.* <div class="grid-container"><div class="MON">Amnizu</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Fiendish Codex 2 pg. 112, Monster Manual 2 pg. 67</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Medium Outsider (devil, evil, lawful) **Init** +4 **Senses** darkvision 60 ft., see in darkness; **Perception** +12 #### defense **AC** 21, 10 touch, 21 flat-footed (+11 natural) **hp** 59 (9d10+9); regeneration 4 (acid, good weapons, good spells) **Fort** +4, **Refl** +6, **Will** +6 **Feint** 22, **Demoralize** 19 **Defensive Abilities** secure intelligence **DR** 10/good; **SR** 18 **Immune** fire, poison; **Resist** acid 10, cold 10 #### offense **Speed** 30 ft., fly 60 ft. (average) **Melee** stupifying touch +10 touch (2d4 plus Int damage) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** stupefying touch **Spell-Like Abilities** (CL 14th, Concentration +17) > **3/day**— quickened [[fireball]] (DC 16) > **1/day**— _summon_ (level 7, 1d3 advespas or 1 amnizu, 50%) #### statistics **Str** 12, **Dex** 11, **Con** 13, **Int** 15, **Wis** 11, **Cha** 16 **BAB** +9, **CMB** +10, **CMD** 20, **TA** +10, **RTA** +9 **Feats** [[Ability Focus]] (stupefying touch), [[Combat Casting]], [[Flyby Attack]], [[Improved Initiative]], [[Quicken Spell-Like Ability]] (fireball) **Skills** Acrobatics +12, Diplomacy +15, Fly +12, Perception +12, Sense Motive +12, Spellcraft +14, Stealth +12, Swim +13 **Languages** Celestial, Draconic, Infernal; telepathy 100 ft. #### special abilities ### Secure Intelligence (Ex) An aminzu is immune to any effect that would damage, drain, or otherwise reduce its Intelligence score. ### Stupefying Touch (Su) In addition to the damage, creatures struck by stupefying touch must succeed on a DC 19 Will save or take 2d4 points of Intelligence damage. The save DC is Charisma-based. #### tactics An amnizu prefers to fi ght behind a screening force of lesser minions, such as barbed devils, allowing them to engage smaller victims while the amnizu launches quickened fireballs at larger opponents. When these tactics are not viable, an amnizu makes swooping attacks against melee-oriented foes, striking them with its stupefying touch. #### Gear **Combat Gear** potion of cure light wounds, potion of mage armor **Other Gear** eyes of the eagle #### ecology **Terrain** Any land and underground (Hells) **Organization** Solitary, pair, team (3–4), or troupe (1–3 amnizus plus 2–4 advespas) **Treasure** Standard **Advancement** 10–18 HD (Medium); 19–27 HD (Large) Amnizus are guardian devils whose task it is to oversee traffic through the gates of Hell. As the guardians of many portals to Hell, they are encountered in mortal realms more frequently than other devils. Amnizus occupy checkpoints stationed every ten miles along the River Styx. Visitors must stop at each one to register with these devils, state the purpose of their visit, and subject themselves to a humiliating search. If travelers slip past their bureaucratic web, they organize search parties to scour the land for these errant souls. Amnizus are relentless hunters, recognizing no boundaries, for capturing a fugitive brings great prestige. Amnizus are native to the Nine Hells of Baator. The greatest concentrations of them lurk within the largest city in Stygia: Tantlin, the City of Ice. A typical amnizu stands 5 feet tall and weighs over 200 pounds. More experienced and older amnizus grow much larger, easily clearing 10 feet in height and weighing in excess of 700 pounds. These advanced amnizus are corpulent horrors dressed in the robes of office, luxuriating in their vast wealth and sampling the delights of the Nine Hells with abandon. ### Society Amnizus are functionaries and politicians. They are famous for their intrigues and constant plotting. Jockeying for greater station in the hierarchy is their greatest pastime, and when not hunting fugitives, they move in the shadows of infernal cities, brokering secret deals with night hags to secure more souls, and therefore more power. The amnizus have an inflated sense of self. All others are tools, useful as currency to purchase a greater position. So callous is their disregard for lesser devils that amnizus are often undone by those clever enough to pander to their enormous egos. Amnizus resent taking orders—they resent being second in anything. Behind the facade of a toothy smile and bobbing head, an amnizu’s mind works on how to eliminate its superior. It might maneuver and manipulate its rival in such a way as to discredit the rival in the eyes of its masters, though it’s just as likely to employ an assassin to remove the adversary altogether.