Amnizu, called gate devils or Styx devils by mortals, are charged with protecting gates, portals and other methods of entering and exiting Hell. This task requires a high level of responsibility and autonomy, and so amnizu are fairly high ranking in infernal hierarchy. Despite their freedoms and privileges, they covet the status of those higher ranked. Most amnizu maintain at least one scheme to undermine, discredit or even kill a more elite fiend in order to attain greater territory and status.
Amnizu (Gate Devil) CR 15
XP 51,200
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., Perception +25, see in darkness, true seeing
Defense
AC 35, touch 23, flat-footed 26 (+8 Dex, +12 natural, +1 dodge, +4 deflection)
hp 212 (17d10+119); regeneration 4 (good)
Fort +21, Ref +17, Will +19
DR 10/good and silver; Immune fire, mental ability damage and drain, negative levels, poison; Resist acid 10, cold 10; SR 26
Defensive Qualities secured spirit
Offense
Speed 30 ft., fly 60 ft. (average)
Melee touch +25 (10d6 plus stupefy)
Spell-like Abilities CL 17th, concentration +23
Constant—true seeing, unholy aura (self only, DC 25)
At will—arcane sight, charm monster (DC 21), dispel magic
3/day—enervation, feeblemind (DC 22), quickened fireball (DC 20), restoration
1/day—energy drain, heal, imprisonment (DC 26), summon (2 barbed devils, 50%, 6th level), summon hellmouth
Statistics
Str 12, Dex 27, Con 24, Int 24, Wis 20, Cha 25
Base Atk +17; CMB +18; CMD 37
Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Quicken SLA (fireball), Spring Attack, Vital Strike, Weapon Finesse, Whirlwind Attack
Skills Bluff +27, Diplomacy +27, Escape Artist +25, Fly +28, Intimidate +27, Knowledge (arcana) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +28, Use Magic Device +24
Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft.
Ecology
Environment Hell
Organization solitary, conspiracy (2-4) or troupe (1-4 plus 2-8 barbed devils)
Treasure double standard
Special Abilities
Secured Spirit (Ex) An amnizu is immune to ability damage or drain to its mental ability scores, as well as penalties to these scores. It also is immune to negative levels.
Stupefy (Su) The touch of an amnizu deals 1d6 points of ability drain to each Intelligence, Wisdom and Charisma. A successful DC 25 Will save reduces this to 1 point of ability damage to each score. This is a mind-influencing effect.
Summon Hellmouth (Sp) This ability acts as the planar travel function of the gate spell, except that it can only allow travel to the Prime Material Plane or to any layer of Hell. This is the equivalent of a 7th level spell.