Large Monstrosity, Typically Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 59 (9d12 + 5)
Speed 30 ft., climb 20 ft.
STR
16 (+3)
DEX
10 (+0)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +8
Skills Intimidation +8
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 20 ft, Darkvision 60 ft, Passive Perception 13
Languages Abyssal, Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Hideous Aura. Any creature that can see the anathema, other than yuan-ti, that starts its turn within 15 feet of the anathema must succeed on a DC 14 wisdom saving throw or be frightened of the anathema. 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 anathema's aura for the next 24 hours.

Three Heads. The anathema has advantage on saves against being blinded,  charmed, or deafened.

Actions

Multiattack (Anathema Form Only). The Anathema makes one Claw attack and one Flurry of Bites attack.

Claw (Anathema Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) slashing damage damage. 

Flurry of Bites (Anathema Form Only). Melee Weapon Attack: +6 to hit, range 10 ft., one creature. Hit: 9 (3d6) piercing damage plus 4 (2d4) 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 15): 

At will: fear (snakes only)  1/day each:  darkness, entangle, suggestion

Acidic Hurl (Recharge 6). As an action on its turn, the anathema can regurgitate highly acidic vomit, hurting itself and whoever gets hit by its vomit, dealing 12 (4d6) acid damage in a 15 foot cone, and damage equal to that to itself.

Lair and Lair Actions

A dark cavern of hastily sketched runes and art, typically depicting a failed anathema's next attempt at godhood, having it depict them turning from a hideous monster to a beautiful creature, commanding hundreds of yuan-ti. The floor of the cavern is covered in hundreds of dead snakes, showing many failed attempts at the ritual for godhood. The anathema is usually deep inside the cavern, either bawling its eyes out, thrashing angrily at the dead snakes littered across the floor, or attempting the ritual for godhood once more, hoping for it to finally work.

Lair Actions

On initiative count 1 (losing initiative ties), the Failed Anathema takes a lair action to cause one of the following effects; the Failed Anathema can’t use the same effect two rounds in a row:

  • 2 (1d4) Poisonous Snakes climb through small holes in the walls, following the command of the failed anathema. All of the snakes are on the same initiative count as the anathema. At the end of the anathema's turns, the snakes have a chance of dispersing, roll a d100 and on a 50 or higher the all the snakes in the lair snakes disperse, on a 49 or below all snakes in the lair stay.

Regional Effects

The region containing a legendary Yuan-Ti Failed Anathema’s lair is stripped of animal life, which creates one or more of the following effects:

  • Any living creature within a 2 mile radius of the Anathema's lair has a chance to not find any food at all. Have the creature that is attempting to find food roll a d4. On a 3-4 the creature cannot find any animals or plants that they can use as food.
  • If the Yuan-Ti Failed Anathema dies, these effects fade over the course of 1d12 days.

Monster Tags: Yuan-Ti

Habitat: ForestSwamp

NathanAndTheWyvern

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