Huge Beast, Lawful Neutral
Armor Class 22 (Natural armor + Wisdom)
Hit Points 435 (30d12 + 240)
Speed 50 ft.
STR
18 (+4)
DEX
20 (+5)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws DEX +12, CON +15, INT +11, WIS +14
Skills History +10, Insight +14, Nature +10, Perception +14, Persuasion +10
Damage Immunities Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Frightened
Senses Truesight 60ft, Passive Perception 24
Languages Common, Druidic, Sylvan, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Insightful Telepathy. Anamausa is constantly under the effect of a Detect Thoughts.

Legendary Resistance (3/Day). If Anamausa fails a saving throw, it can choose to succeed instead.

Magic Resistance. Anamausa has advantage on saving throws against spells and other magical effects.

Regeneration. Anamausa regains 20 hit points at the start of her turn if she has at least 1 hit point. If she takes necrotic damage or damage from unholy water, this trait doesn’t function at the start of her next turn.

Hive Mind. Anamausa, as an action, can take over any of her charmed thrall. She can also hear, see and experience what any of her thrall senses. She also has access to all of their memories and thus knows everything they know, but she has no experience in using that knowledge. Anamausa can also cast any of her spells through her thrall as if she was there.

Psychic Defense. While Anamausa is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Innate Spellcasting. Anamausa’s innate spellcasting ability is Wisdom (spell save DC 22). She can innately cast the following spells, requiring no material components:

At will: Guidance, Druidcraft, Goodberry, Speak with animals, Animal Messenger, Hallucinatory terrain

3/day each: Hold person (C), Dispel Magic, Locate Creature, Polymorph, Awaken, Geas, Reincarnate, Greater Restoration, Heal

1/day each: Animal Shapes, Foresight, Feeblemind

Actions

Multiattack. Anamausa makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Anamausa can't bite another target.

Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 13 (2d8 + 5) slashing damage.

Frightful Presence. Each creature of Anamausa's choice that is within 120 feet of her and aware of her must succeed on a DC 22 Wisdom saving throw against this magic or become frightened until the end of Anamausa's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Frightful Presence of Anamausa for the next 24 hours.

Enthrall (3/Day). Anamausa targets one creature it can see within 30 feet of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by Anamausa until Anamausa dies or until it is on a different plane of existence from the target. The charmed target is under Anamausa's control and can't take reactions, and Anamausa and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. the target can also repeat the saving throw using an action on its turn. No more than once every 24 hours.

Healing Touch (3/Day). Anamausa Choose another creature she can see within 60 feet. Her woods glows and the target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Anamausa 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. Anamausa regains spent legendary actions at the start of its turn.

Attack. Anamausa makes one claw attack or bite attack.

Move. Anamausa moves up to half its speed.

Spells (Cost 1 point). Anamausa cast one of her at will spells.

Spells (Cost 2 point). Anamausa cast one of her 3/day spells.

Spells (Cost 3 point). Anamausa cast one of her 1/day spells.

Description

Anamausa, Queen of Furries was a druid back her youth. She was kind, generous and loved animals. She'd do anything for animals. She became an immortal when her quest to save her furries from an inevitable death, came to a brutal ending. She slew a demi-god of nature and a star appeared, it bored through her chest and transformed her into a furries herself. Forever changed into a primal version of her own self. She could now live the life of a furries along side her furry friends.

Since the planar war and the planar sundering that tore her homeworld of Vesthéa. She since, decided to live and govern the tribes of animals. Until recently she didn't have any place she'd call home. but about 300 years ago, she found a little place called the beastlands. It was named in honnor of the celestial plane that once overlapped the place. a multitude of lycanthropes lives there and were more then anything, at war against each others. She started forming bonds with werehares of the place who were rabid and devouring everything. Using her telepathy and control over minds, she created her own hive mind and took control of those savage beast.

With her own little army the others tribe decided it was best to not attack this immense creature that had just arrived in their region. Eventually peace came back to the land and the werehare have, since then, been reconstructing the region and making sure none of the other tribes were up to no good. Using her hares as spy to learn everything, she is now the region best defender and someone who its better not to mess with.

Lair and Lair Actions

Anamausa's lair in the hills, is counting numerous caverns and caves that leads everywhere from underneath the earth.

Lair Actions

When fighting inside its lair, Anamausa can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Anamausa takes a lair action to cause one of the following effects:

  • Anamausa casts Hypnotic Pattern (DC 22 Wisdom) (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Anamausa can’t take other lair actions.
  • The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
  • Creatures in Anamausa’s lair magically becomes attuned Anamausa’s mind. Anamausa can target any number of creatures it can see within 90 feet of it. A target must succeed on a DC 22 Wisdom saving throw or take 7 (2d6) psychic damage and must use its reaction to move or attack as Anamausa wants them to. Anamausa can’t use this lair action again until it has used a different one.

Regional Effects

The region containing Anamausa lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Animals, plants, good and neutral creatures within 3 miles of Anamausa's lair gain vigor as they evolve toward an Idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Evil creatures can’t tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of Anamausa.
  • Curses, diseases, and poisons affecting neutral or good-aligned creatures are suppressed when those creatures are within 1 miles of the lair.
  • As an action, Anamausa can use her Hive mind ability within 6 miles of the lair.

If Anamausa dies, the first two effects fade over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2018 6:02:13 AM
393
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Coming Soon

Habitat: Underdark

DnDPaladin

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