Stench. Any creature that starts its turn within 10 feet of the anghenfil must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the anghenfil’s Stench for 24 hours
Multiattack. The anghenfil makes two whipping antennae attacks and one bite attack.
Whipping Antennae. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: Stench and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The anghenfil has two antennae, each of which can grapple one target.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.
Spit Acid. Ranged Weapon Attack: +5 to hit, range 30/45 ft., one target. Hit: The target must make a DC 15 Constitution saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Swallow. The anghenfil makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the anghenfil, and it takes 21 (6d6) acid damage at the start of each of the anghenfil's turns. If the anghenfil takes more than 30 damage on a single turn from a creature inside it, the anghenfil must succeed on a DC 23 Constitution saving throw at the end of the turn or regurgitate all swallowed creatures, which all fall prone in a space within 10 feet of the anghenfil. If the anghenfil dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
Description
Anghenfil
Resembling a gigantic centipede, an anghenfil moves with the grace and purpose of an apex predator. Their overwhelming stench marks their territory, whether that’s a salt marsh, deep ravine, or an Underworld cavern. Legends say these beasts were bred for war, and woe betides the foes of any army that succeeds in turning anghenfil to that purpose.
Heralds of a Lost Civilization. Seers and sages say the anghenfil were brought to this realm by the hoyrall in an attempt to rekindle their lost empire. Their attempt failed, but the anghenfil remained.
Untrainable. A young anghenfil takes to training easily. Handlers say that as the beast grows it becomes attached, almost affectionate, as though it were trying to forge a bond with its rider. But whatever the anghenfil might be searching for it never finds, and invariably it turns on its masters
“Its origins are truly alien, seeming like the crossbreeding
of a great purple worm of the Underworld with the
largest ankheg ever to roam Aventyr. Probably by
some fool druid. I’m still to fathom the wisdom in such
a creation, yet the result plagues us to this day!”
—Sage Yuri Statel
Comments