Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Anamalech 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. Anamalech regains spent legendary actions at the start of its turn.
Chaos Breath. Creatures within a 60ft cone in front of Anamalech must make a DC 20 Dex saving throw or take 16(3d6+6) lightning/fire/ice/necro (d4) or half as much on a success.
Pounce. Anamalech leaps on a target creature with uncanny speed and that target must succeed on a DC 18 Strength saving throw or be knocked Prone. If the target is prone, Anamalech can make one Claw attack against it as part of the same action.
Lair and Lair Actions
On initiative count 20 (losing in ties) Anamalech's gate will make one of the below lair actions in order:
- On the first Lair Action Anamalech begins murmuring to someone nonexistent while the Umbral Gate flares and black inky tentacle erupts from the gate
- After the Second Lair action Anamalech pleads with the same entity to spare him from complete corruption as the tentacle swipes at anyone within 30ft of the gate. Any creature in this space must succeed a DC 18 dexterity save or suffer 22 (2d12+10) necrotic damage and be unable to regain hit points until the end of their next turn. The tentacle has an AC of 20 and 100HP. If the tentacle is reduced to 0 HP it is destroyed.
- At the third Lair action, if it is still alive, the tentacle will latch onto Anamalech and take him over completely and he will cease to be a fiend as well as lose his limited magical immunity. Additionally this completely consumes the fiend essence and all.
- All other subsequent lair actions will cause the gate to spawn 2d4 Umbraigs which act immediately and on every other lair action.
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