Innate Spellcasting. Anitu's innate spellcasting ability is Charisma. He can innately cast snake friendship and poison spray at will and suggestion once a day (spell save DC 15) requiring no material components.
Crimson Rite. As a bonus action, Anitu can imbue a single weapon with the elemental energy. When a crimson rite is activated, he suffers 17 damage. While a rite is active, the weapon deals an additional 1d10 poison, fire, cold, lightning, or thunder damage. If he hits a creature with a poison imbued weapon, he can force the creature to make a DC 17 Constitution saving throw or be poisoned until the end of its next turn. Success or failure, a target can only be affected by this once per round.
Blood Curse (3/Short or Long Rest) When Anitu uses a blood curse, he suffers 1d10 damage. He can use the following abilities three times per short or long rest:
Blood Curse of the Purgation: As a bonus action, Anitu can make a creature within 60 feet can immediately reroll a saving throw against the poisoned, blinded, paralyzed, or deafened condition.
Blood Curse of the Eyeless: When an enemy who is not immune to blindness within 60 feet makes a weapon attack, Anitu can use his reaction to impose disadvantage on the attack roll, and the next attack roll after that.
Blood Curse of Binding: As a bonus action, Anitu can attempt to bind a creature within 30 feet of him. The target must make a DC 17 Strength saving throw, with their speed dropping to 0 on a failure. At the end of each of their turns, the creature can repeat the saving throw, ending the effect on a success.
Blood Curse of Spell Sunder: When an enemy casts a spell within 60 feet that requires a spell attack roll and targets Anitu, he can use his reaction to rend the spell from the air, imposing disadvantage on the spell attack roll. He can also make a Wisdom ability check, with the DC equaling 10 + the spell's level. On a success, the spell misses Anitu automatically.
Dark Velocity. While in dim light or darkness, Anitu's speed increases by 10 feet, and attacks of opportunity made against him have disadvantage.
Undulating Dodge. Anitu can use his reaction to cause disadvantage on an attack of opportunity made against him. If the attacker already has disadvantage on the attack, then it misses entirely. In addition, once a day, at the start of his turn, Anitu can choose to suffer 1d10 damage and free himself from any grappled, restrained, or paralyzed conditions.
Ophidian Form (2/Long Rest). As an action, Anitu can transform into one of the following forms for one minute. He can speak, use equipment, and wear armor in this form. Items Anitu is wearing on the transformed areas will magically transform with him, though he still gains their benefits. Anitu can revert to his normal form earlier by using an action on his turn. He automatically reverts to his normal form if he falls unconscious, drops to 0 hit points, or dies:
Adler Form: Anitu's reach increases by 5 feet, and his unarmed attacks deal 6 piercing damage plus 4 (1d10) poison damage.
Cobra Form: If Anitu takes the multiattack action on his turn, as a bonus action, he can spit a globule of venom at a creature within 40 feet of him. The attack has +11 to hit and deals 7 (2d6) poison damage. Anitu can also, as an action, exhale highly corrosive acid in a 15-foot cone originating from him. A creature in the cone must make a DC 18 Constitution saving throw, taking 18 (4d8) acid damage on a failed save, and half that on a successful save. Anitu can only use this once per transformation.
Constricter Form: Anitu's base walking speed increases by 10 feet, and while he is grappling someone, they take an additional 2d6 bludgeoning damage at the beginning of their turn.
Potent Venoms. Poison damage Anitu deals bypasses resistances and immunities, and those who are immune to the poisoned condition succumb to his deadly secretions.
Mobile. When Anitu uses the Dash action, difficult terrain doesn't cost him extra movement on that turn, and when he makes a melee attack against a creature, he don't provoke opportunity attacks from that creature for the rest of the turn.
Martially Competent (3/Short or Long Rest). Anitu can use the following abilities three times per short or long rest:
Trip Attack: When Anitu hits a creature with a weapon attack, he can to attempt to knock the target down. Anitu can add 1d8 to the attack's damage roll, and if the target is Large or smaller, it must make a DC 19 Strength saving throw or be knocked prone.
Menacing Attack: When Anitu hits a creature with a weapon attack, he can attempt to frighten the target. Anitu can add 1d8 to the attack's damage roll, and the target must make a DC 19 Wisdom saving throw. On a failed save, it is frightened of Anitu until the end of his next turn.
Parry: When another creature damages Anitu with a melee attack, he can use his reaction to reduce the damage by the 1d8 + 5.
Multiattack. Anitu makes two attacks.
Quietus (+2 Saber). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage.
Comments