Keen Smell. The anjanath has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The anjanath makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the anjanath can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Toss. The anjanath throws a creature restrained by its bite up to 40 feet away. All creatures within 5 feet of the point of impact must make a DC 17 Dexterity saving throw, taking 20 (3d8 +7) bludgeoning damage and becomes prone, or half as much damage on a successful one. Any creature who becomes prone must make a DC 17 Constitution saving throw or become stun until the end of their next turn.
Fire Breath (Recharge 5-6). The anjanath exhales fire in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 46 (13d6) fire damage on a failed save, or half as much damage on a successful one.
The anjanath 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 anjanath regains spent legendary actions at the start of its turn.
Detect. The anjanath makes a Wisdom (Perception) check.
Toss. The anjanath makes one toss attack.
Leap (Costs 2 Actions). The anjanath leaps up to 50 feet in any direction without provoking attacks of opportunity. Each creature in the space where the anjanath lands must succeed on a DC 17 Dexterity saving throw or take 17 (3d6+7) bludgeoning damage and be knocked prone. All effected creatures are then moved to space adjacent to the anjanath.
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