Medium Humanoid, Neutral
Armor Class 17 Natural Armor, Leather
Hit Points 251 (18d10 + 80)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +7, WIS +8
Skills Perception +7, Stealth +5, Survival +10
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Blindsight 90 ft., Passive Perception 17
Languages Common Can understand, but cannot speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Heightened Senses. Anna has advantage on Wisdom (Perception) checks that rely on smell, sound and sight. She also has blindsight up to 90 feet.

Thrill of the Hunt. Anna gains advantage on attacks made against any creature that is frightened of her.

Legendary Resistance (2/day). If Anna fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Anna makes two Throwing Hatchet attacks, or makes one Hunting Axe attack and hums her Huntress Lullaby.

Hunting Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Throwing Hatchet. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 7 (2d6) slashing damage.

Huntress Lullaby. Anna hums an ominous lullaby, striking dread in all creatures within 100 feet of her. All creatures within range must make a DC 17 Wisdom saving throw. On a failure, they take 6 (1d10) psychic damage and are frightened for 1 minute. On a success, a creature takes half the psychic damage, and is not frightened. Creatures frightened in this way can be cured with lesser restoration or greater cleansing magic.

Reactions

Feral Bloodlust. When Anna reaches half hit points, she enrages, and transforms into a feral apex predator. Anna takes the Dash Action to the last creature to attack her, and makes a Hunting Axe attack against them at advantage. Attacks of opportunity against her when she uses this trait are at disadvantage. Afterwards, she has a +1 to her AC and attack bonuses, as she becomes blessed by the dark power of Ntha'zu.

Legendary Actions

Anna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Anna regains spent legendary actions at the start of her turn.

Throwing Hatchet. Anna makes one attack with her throwing hatchet.

Haze of Blood. Anna projects her bloodlust onto another. She targets one creature she can see within 60 feet of her, and forces them to make a DC 16 Charisma saving throw. On a failure, they must make a ranged or melee weapon attack against the closest creature to them.

Through the Fog. Anna disappears in a cloud of red fog. She reappears in an unoccupied space within 30 feet of where she teleported from.

Description

The dreaded Huntress of Sanguine Vale, Anna was once a simple girl, living with her mother in the Vale. She learned at an early age how to hunt, and would often go hunting with her mother. Her world shattered one day when her mother was gored by a wild buck they had been hunting. Death closing in on her, the mother began humming Anna's favorite lullaby to the sobbing child, and drifted off into the next world. Anna wiped her tears, buried her mother, and quickly realized that she alone would be able to look after herself. Donning the paper mache rabbit mask her mother gifted her, she set out into the Vale.

But as Anna grew, so did her kills and her bloodlust. Rabbits, foxes, then bigger. Deer, boars, bears, and eventually, sentient species. She found her favorite was elves. They made for fun chases. She almost made a game out of her hunts, humming her mother's lullaby as she stalked the Sanguine Vale. She never killed women though. Some strange instinct in her made her want nothing but to protect women and girls she found. Sadly, her underdeveloped mind failed to attend to the needs of the females she would capture and "protect". Eventually, they would all die in her care. This drove Anna even further into madness, and now, she treats those she captures almost as if they were dolls, keeping them chained in the basement of her rickety dwelling deep within the Vale.

Unknown to even her, her mind has now become a breeding ground for the dark manipulation of Ntha'zu, the Crimson Boar with a Thousand Tusks, and her all-consuming bloodlust now fuels the Ancient One's power.

Lair and Lair Actions

The Sanguine Vale is now the hunting grounds for Anna, the Huntress, and she rules her lair as top of the food chain. Beasts and creatures aplenty roam the woods, twisted by the influence of Ntha'zu spreading from Mother's Dwelling, the rundown house Anna lives within. Dark whispers echo throughout the Vale, and any unlucky to find themselves inside its borders will be assaulted by the madness that calls this forest home.

Lair Actions

When fighting inside her lair, Anna can invoke the dark powers of Ntha'zu to aid her. On initiative count 20 (losing initiative ties), Anna takes a lair action causing one of the following effects:

  • All light goes dark within Mother's Dwelling, and any creature within the domicile hears the sadistic hum of Anna's song. All creatures within Mother's Dwelling must succeed on a DC 16 Wisdom saving throw, or be stunned until the end of their next turn. Only creatures with blindsight are immune to this effect.
  • Anna targets one creature within 60 feet of her that she can see. Massive spider-like appendages sprout out of the ground and attempt to grab the creature. The creature must succeed on a DC 17 Strength saving throw or be restrained for 1 minute. On a success, they break the hold on them, and are immune to the effect for 24 hours.
  • The collection of axes within Mother's Dwelling fly off the walls, making a ranged melee attack against each creature within the house, excluding Anna. These attacks are made using the statistics of Anna's Throwing Hatchet attack.

Regional Effects

The Sanguine Vale containing Mother's Dwelling is warped by the influence of Ntha'zu.

  • No matter the time of day, it is twilight within the Sanguine Vale. There is a constant sound as if the trees are breathing.
  • Aberrations are attracted to the Vale. Every 4 hours, there is a 25 percent chance the party is ambushed by a group of monsters with total CR equal to their average party level. For example, a party of level 6 adventurers may run into a nothic pack or one gauth.
  • Water and plant life within the Sanguine Vale are polluted and corrupted, and this corruption spreads to any food or drink creatures bring into its borders. Any and all food or drink that is brought into the Sanguine Vale spoils and is inedible within 24 hours.

If Anna dies, the effects fade over a course of 1d10 days, but the red color of the trees remains.

Habitat: Forest

GrimSolaris

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