Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this anathama’s aura for the next 24 hours.
Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Multiattack. The anathema makes three Conduit attacks and one Flurry of Bites attack.
Zehir's Conduit. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 9) slashing damage. The target must then make a DC 17 Constitution saving throw or suffer from one of the below effects of the Anathema's choice:
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Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.
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Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
- Ghoul’s Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
When a creature succeeds on a save against one type of poison, they automatically succeed against that type for the next 24 hours.
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.
Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
3/day each: darkness, entangle, fear, polymorph, suggestion
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