Devil, Amaimon
“Meet Amaimon, the Sinister Fiend of Hell: Torture, Terror, and True Evil Unleashed!”
Appearance: Amaimon devils stand nearly ten feet tall, their scarlet flesh pulsating with infernal energy. Their bloated, squat humanoid forms are adorned with long, curved, and forked tails, clawed hands and feet, and round, squashed heads crowned with two small horns above piercing sapphire eyes.
Behavior: Amaimon are wicked and cruel beings, finding delight in the torture and slaying of other creatures. Completely self-absorbed and evil, they care little for other beings, including their own kind. Ruthless and sadistic, Amaimon devils take great pleasure in inflicting pain and suffering upon their victims.
Habitat: Amaimon reside in the depths of Hell, serving as inquisitors and “information extractors” under various dukes of Hell. They thrive in environments of darkness and despair, reveling in the agony of their victims.
Modus Operandi: Amaimon methods of torture vary, ranging from standard techniques such as racks and screws to more exotic methods like injecting victims with their fiery poisonous breath weapons. They enter combat ruthlessly, employing their breath weapons to engulf foes before engaging them with their claws and bite.
Motivation: Amaimon devils’ motivation lies in their insatiable thirst for power and sadistic pleasure. They seek to assert dominance over others through fear and intimidation, relishing the opportunity to inflict pain and suffering wherever they go.
Amaimon 5e
Amaimon Pathfinder
Amaimon, Fiend of Torment
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 18 (+4) | 20 (+5) | 14 (+2) | 14 (+2) | 12 (+1) |
Saving Throws Str +11, Con +10, Wis +7, Cha +6
Skills Intimidation +6, Perception +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
Infernal Aura. Amaimon exudes an aura of fear in a 10-foot radius. Any creature that starts its turn within the aura must succeed on a DC 16 Wisdom saving throw or be frightened until the start of its next turn.
Magic Resistance. It has advantage on saving throws against spells and other magical effects.
Regeneration. It regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If Amaimon takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Actions
Multiattack. It makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fiery Breath (Recharge 5-6). Amaimon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Tactics
Amaimon revels in causing fear and torment, using its Infernal Aura to intimidate foes and keep them at bay. In combat, it relies on its superior strength and fiery breath to overwhelm opponents. It targets weaker creatures first, seeking to instill terror and panic among its enemies.
Amaimon is not above retreating if it senses it’s losing the upper hand, using its speed to outmaneuver foes and regroup before launching another assault. It prefers to fight in environments that offer cover and opportunities for ambush, using its darkvision to its advantage in dimly lit areas.
This massive creature stands nearly 10 feet tall and looks like a bloated, squat humanoid with scarlet flesh. It has a long curved and forked tail, clawed hands and feet, and a round, squashed head with two small horns just above its sapphire-colored eyes.
Amaimon’s are wicked and cruel diabolic creatures that take great pleasure in the torture and slaying of other creatures. For this, they are often found serving as inquisitors and information extractors under the various dukes of Hell. Their methods of torture vary from amaimon to amaimon but include both standard torture methods (racks, screws, weights) and exotic torture methods (capturing their fiery poisonous breath weapon in vials and injecting it into the bloodstream of a living creature, for example). Amaimons care little for other creatures, including their own kind. They are completely self-absorbed, selfish, and evil.
An amaimon stands about 9 feet tall and weighs about 700 pounds.
Amaimon Devil CR 8 |
XP 4,800 LE Large outsider (devil, evil, extraplanar, lawful) Init +8; Senses Darkvision 60 ft.; Perception +16 Aura fear (10 ft., Will DC 15) |
DEFENSE |
AC 23, touch 13, flat-footed 19 (+4 Dexterity, +10 natural, 1 size) hp 94 (9d10+45); regeneration 5 (good, silver) Fort +8, Ref +10, Will +8 DR 10/silver; Immune fire, poison; Resist acid 10, cold 10; SR 19 |
OFFENSE |
Speed 40 ft. Melee 2 claws +16 (1d8+7), bite +15 (2d6+7) Space 10 ft.; Reach 10 ft. Special Attacks breath weapon (40-ft. cone, 4d6 fire plus 2d6 Constitution, Reflex DC 21, usable 1d4 rounds) Spell-Like Abilities (CL 10th) At will – greater teleport (self plus 50 pounds of objects only), major image (DC 14), protection from good, wall of fire (DC 15) 1/day – summon (level 4, 2d10 lemures 50% or 1 amaimon 35%) |
STATISTICS |
Strength 24, Dexterity 18, Constitution 21, Intelligence 14, Wisdom 14, Charisma 12 Base Atk +9; CMB +17; CMD 31 Feats Alertness, Deceitful, Improved Initiative, Power Attack, Weapon Focus (claw) Skills Acrobatics +13, Bluff +15, Diplomacy +13, Disguise +3, Intimidate +13, Knowledge (planes) +14, Perception +16, Sense Motive +16, Survival +14 Languages Common, Draconic, Infernal; telepathy 100 ft. |
ECOLOGY |
Environment any (Hell) Organization solitary, pair, or gang (2-4) Treasure standard |
TACTICS |
An amaimon ruthlessly attacks any creatures it encounters. It begins combat with its breath weapon seeking to engulf as many of its opponents within the area as possible. It always enters combat against good-aligned foes with its protection from good in effect raking with its claws and gnashing with its bite. If the battle turns against the amaimon it summons a horde of lemures or another amaimon to its aid. |
Section 15: Copyright Notice – Tome of Horrors Complete
Amaimon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.