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<blockquote data-quote="Leatherhead" data-source="post: 8554457" data-attributes="member: 53176"><p><h4><span style="font-size: 22px">Amnizu (MtoF)</span></h4><p></p><p>Amnizu are Devil combat bureaucrats charged with leading the gatekeeping armies that guard the entrances of the Nine Hells. Mostly from Demons, but also from Angels, perhaps an army of mortals, maybe even the Modrons should their March decide to take a turn down here. What they aren’t necessarily sent to guard against, are the PCs. Which gives you sufficient wiggle room when they meet. In addition to all of the standard devil deals that the Amnizu could try to make with the players, they have a collateral duty that they would love to pass off: The press-ganging of fresh Lemures. Lemures are the lowest of devils (if you can even call them that), and constantly spawn in around the River Styx. Amnizu collect these damned souls and use them as fodder in their armies, mostly because they can’t permanently die when killed in the Nine Hells (unlike other devils). Unfortunately (for the devils) a fresh Lemure is basically a mindless lump of flesh and evil, requiring time and effort to mold into something that will be useful in combat, and maybe eventually an imp. Delegating this job to anyone else is desirable for a devil, though an Amnizu passing this job off to another devil could cause them promotion problems. Which is where the PCs come in. Instead of bargaining for their souls directly, the Amnizu could just employ them as Lemure Ranchers. Offering wealth, information, passage, and magical baubles to the PCs. Later when the Amnizu becomes “trusted” they might even negotiate with the PCs, promising them a way to skip being lemures if they sign a contract. </p><p></p><p>In combat these devilish guardians will fly out of melee range to rain hell from above with their Taskmaster whip, Blinding Rot, and Forgetfulness powers. The Amnizu would be classified as a “controller” type monster, being able to use either their Forgetfulness ability (which stuns), their Blinding Rot (which blinds) or one of their mind-control spells every turn. Despite being a controller, they have almost no AoE options, their best path to victory being shutting down a target, dealing a chunk of damage in the process, and letting their underlings do the chop-shop work of dismantling the target. Minions are a must. If you can play the summoner variant, you should. Not only do they provide additional actions, they allow the Amnizu to employ it’s defensive reaction, Instinctive Charm, more easily. Ideally, they will want to switch the attack onto an enemy, but if no enemy is around, an allied meat-shield is the next best choice. Feeblemind is an obvious anti-caster shut-down, worthy of using as an opening silo. Dominate Monster is more risky, but potentially more deadly, turning the party against each other. </p><p></p><p>Keep in mind that a Devil can die forever in the Nine Hells, so an Amnizu will do anything should it find itself overpowered on it’s home turf, even making a bargain for no soul cost.</p><p></p><p>You might notice a trend here, everything seems to be trying to get out of melee range. The reason for that is simple: higher level monsters need to counter flying PCs somehow, otherwise they end up a ground-bound pincushion. By extension, any monster that can fly, should be flying all the time. Even though it risks turning the PCs into said pincushion. PCs are far more likely to find some way to mitigate the powers of flight, thanks to class powers, mounts, magic items, or even just their adventurous shenanigans. </p><p></p><p>The Amnizu has had the most interesting changes to date. They lost a significant amount of DPR from their Multiattack and the Fireball spell. Their whip damage was nerfed, and their Disruptive Touch power was just deleted. This is kind of going from 113 average to 76 average DPR, ish. In return, they can use Forgetfulness as part of their Mutliattack, upping their control potential.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8554457, member: 53176"] [HEADING=3][SIZE=6]Amnizu (MtoF)[/SIZE][/HEADING] Amnizu are Devil combat bureaucrats charged with leading the gatekeeping armies that guard the entrances of the Nine Hells. Mostly from Demons, but also from Angels, perhaps an army of mortals, maybe even the Modrons should their March decide to take a turn down here. What they aren’t necessarily sent to guard against, are the PCs. Which gives you sufficient wiggle room when they meet. In addition to all of the standard devil deals that the Amnizu could try to make with the players, they have a collateral duty that they would love to pass off: The press-ganging of fresh Lemures. Lemures are the lowest of devils (if you can even call them that), and constantly spawn in around the River Styx. Amnizu collect these damned souls and use them as fodder in their armies, mostly because they can’t permanently die when killed in the Nine Hells (unlike other devils). Unfortunately (for the devils) a fresh Lemure is basically a mindless lump of flesh and evil, requiring time and effort to mold into something that will be useful in combat, and maybe eventually an imp. Delegating this job to anyone else is desirable for a devil, though an Amnizu passing this job off to another devil could cause them promotion problems. Which is where the PCs come in. Instead of bargaining for their souls directly, the Amnizu could just employ them as Lemure Ranchers. Offering wealth, information, passage, and magical baubles to the PCs. Later when the Amnizu becomes “trusted” they might even negotiate with the PCs, promising them a way to skip being lemures if they sign a contract. In combat these devilish guardians will fly out of melee range to rain hell from above with their Taskmaster whip, Blinding Rot, and Forgetfulness powers. The Amnizu would be classified as a “controller” type monster, being able to use either their Forgetfulness ability (which stuns), their Blinding Rot (which blinds) or one of their mind-control spells every turn. Despite being a controller, they have almost no AoE options, their best path to victory being shutting down a target, dealing a chunk of damage in the process, and letting their underlings do the chop-shop work of dismantling the target. Minions are a must. If you can play the summoner variant, you should. Not only do they provide additional actions, they allow the Amnizu to employ it’s defensive reaction, Instinctive Charm, more easily. Ideally, they will want to switch the attack onto an enemy, but if no enemy is around, an allied meat-shield is the next best choice. Feeblemind is an obvious anti-caster shut-down, worthy of using as an opening silo. Dominate Monster is more risky, but potentially more deadly, turning the party against each other. Keep in mind that a Devil can die forever in the Nine Hells, so an Amnizu will do anything should it find itself overpowered on it’s home turf, even making a bargain for no soul cost. You might notice a trend here, everything seems to be trying to get out of melee range. The reason for that is simple: higher level monsters need to counter flying PCs somehow, otherwise they end up a ground-bound pincushion. By extension, any monster that can fly, should be flying all the time. Even though it risks turning the PCs into said pincushion. PCs are far more likely to find some way to mitigate the powers of flight, thanks to class powers, mounts, magic items, or even just their adventurous shenanigans. The Amnizu has had the most interesting changes to date. They lost a significant amount of DPR from their Multiattack and the Fireball spell. Their whip damage was nerfed, and their Disruptive Touch power was just deleted. This is kind of going from 113 average to 76 average DPR, ish. In return, they can use Forgetfulness as part of their Mutliattack, upping their control potential. [/QUOTE]
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