Legendary Resistance (3/Day). If the anzû fails a saving throw, it can choose to succeed instead.
Multiattack. The anzû makes two attacks: one with its talons and one with its water jet.
Talons. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 57 (8d12 + 7) slashing damage.
Water Jet. Ranged Weapon Attack: +11 to hit, range 120/240 ft., one target. Hit: 37 (6d10 + 4) piercing damage and 18 (4d8) cold damage.
Fire Breath (Recharge 5–6). The anzû exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Flood (3/day). The anzû calls on the water in the environment to flood the area around it. The terrain in a 60-foot radius from the anzû is covered in fast streams of water and is considered difficult terrain. Any creature that starts its turn in the area must succeed on a DC 20 Strength saving throw or take 11 (2d10) bludgeoning damage and have their speed reduced to zero until the end of their turn. The water lasts for 5 rounds or until the anzû uses flood again.
The anzû 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. The anzû regains spent legendary actions at the start of its turn.
Talon Attack. The anzû attacks with its talons.
Water Jet Attack. The anzû makes a water jet attack.
Wing Attack (Costs 2 Actions). The anzû beats its wings. Each creature within 10 feet of the anzû must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The anzû can then fly up to half its flying speed.
Description
Anzû are terrifying legendary creatures with the head of a lion and the body of an eagle that will feed on any creatures they can find. The anzû make their nests on high mountains and the weather in the area around their nests become unpredictable, with extreme droughts and flooding rains. People who know to exploit this can grow certain crops with success in these areas. Livestock, however, is difficult to keep if an anzû lives nearby. They need a lot of food for their young, and livestock makes for excellent nourishment. If they cannot find enough wild game, any settlements will be destroyed and their inhabitants eaten.
They are intelligent creatures and are occasionally bargained with by villages. They may just spare a village if offerings of food are presented and the anzû sees the agreement more profitable than just eating the villagers. However, they will dishonor the deal if at any point they decide the terms are not agreeable.
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