Legendary Resistance (3/Day). If Anaboros fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anaboros has advantage on saving throws against spells and other magical effects.
Frightful Presence. Each creature within 120 feet of Anaboros and aware of it must, at the start of its turn, succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Anaboros is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence of Anaboros for the next 24 hours.
Innate Spellcasting. Anaboros spellcasting ability is Charisma (spell save DC 24). It can cast the following spells, requiring no material components:
At Will: control water, fog cloud (8th-level version), wall of water, watery sphere
1/day each: control winds, maelstrom
Weak Points. Anaboros has three weak points: Dorsal Fin, Open Wounds and Inner Head. A creature attacking Anaboros can target a weak point by taking a -5 penalty to the attack roll, which it must decide to do before making the attack roll. If such attack hits, Anaboros takes an additional 10 (3d6) damage and if the total damage is at least 25, Anaboros immediately suffers a penalty as follows:
- Dorsal Fin: the swimming speed of Anaboros is reduced by 30 ft. and the Hope's End recharge value becomes only 6.
- Open Wound: Anaboros takes additional 10 (3d6) damage and, at the start of its next turn, regains one less legendary action.
- Inner Head: the attack bonus and saving throw (to be swallowed) of the Inner Head Bite attack are halved and Anaboros must succeed on a Constitution saving throw with a DC equal to the inflicted damage. If Anaboros fails the saving throw it regurgitate all swallowed creatures, which fall prone in a space within 15 feet of it.
Effects that are not immediately solved persist until the weak point is regenerated.
Regeneration. Anaboros regains 20 hit points and restore any damaged weak points at the start of each of its turns if it has at least one hit point remaining. If Anaboros takes lightning damage, it can only regain 20 hit points or restore a single damaged weak point. This effect comes before every other effects that activates at the starts of Anaboros turn.
Chosen of Agtuya (Recharges after a Short or Long Rest). If Anaboros would be reduced to 0 hit points, its current hit point total instead resets to 300 hit points, and it recharges its Hope's End. Additionally, Anaboros can now use the options in the "Mythic Actions" section for 1 hour and gains the trai Frenzy of the Tempest.
Frenzy of the Tempest. (only active after "Chosen of Agtuya" is activated) When this trait is activated Anaboros gains invulnerability to lightning damage, and one additional legendary action per turn. Moreover, an electric aura diffuses from Anaboros in a a 60-foot radius area around it. When a creature enters this area for the first time on a turn or starts its turn there, suffers 16 (3d10) lightning damage.
Creature of the Sea God. Anaboros can breathe air and water and doesn't require to eat, drink or sleep.
Immense Creature. Anaboros can't take reactions to make opportunity attacks.
Multiattack. Anaboros choses two of the following action to make: Inner Head Bite attack, Hail Barrage attack, Spit Enemy attack, or cast a spell in the "at will" list.
Inner Head Bite. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 9 (2d8) cold damage. If the attack hits, the target must succeed a DC 20 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside Anaboros, and takes 17 (5d6) acid damage at the start of each of Anaboros turns.
If Anaboros takes damage from a creature inside it, it must succeed on a Constitution saving throw with a DC equal to the total damage inflicted by that creature in its turn. If Anaboros fails the saving throw it regurgitate all swallowed creatures, which fall prone in a space within 15 feet of it. If Anaboros dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 40 feet of movement, exiting prone.
Spit Enemy. Ranged attack: reach 60 ft. If Anaboros has one or more creatures restrained by its Bite attack it may choose a point within reach and spit one of them at that point. Every creature in a 15-foot radius area centered on the selected point must make a DC 20 Dexterity Saving throw, taking 22 (4d10) acid damage on a fail save or half as much on a success. The target originally restrained is moved to the selected point, takes 14 (4d6) bludgeoning (fall) damage, and is no longer restrained.
Hail Barrage. Anaboros magically creates ice missiles which rains on a 20 ft. radius area centered on a point within 120 ft. from him. Each creature in the area must succeed on a DC 24 Dexterity saving throw or take 7 (2d6) piercing damage plus 9 (2d8) cold damage, or half as much damage with a success.
Gargantuan Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., every creature in a 10-foot cube. Hit: 23 (2d12 + 10) bludgeoning damage plus 9 (2d8) cold damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone. The bludgeoning damage inflicted by this attack is tripled against objects and structures.
Hope's End (Recharge 5-6). Anaboros exhales a 90-foot cone of cold. Each creature in that area must make a DC 24 Constitution saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.
Adaptive Skin. When Anaboros is hit by an enemy attack, it gains resistance to one damage type of its choice - acid, fire, thunder or psychic - until the start of its next turn. This ability cannot be used if the enemy attack is directed toward one of the Weak Points of Anaboros.
Annihilate Magic. Anaboros cast counterspell at 4th level.
Anaboros 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. Anaboros regains spent legendary actions at the start of its turn.
Move. Anaboros moves up to half its speed. This movement doesn't provoke opportunity attacks.
Adaptation (Costs 2 Actions). Anaboros regains an expended reaction and loses the effects of its Adaptive Skin ability if it was already activated in this turn.
Hail Barrage (Costs 2 Actions). Anaboros makes an Hail Barrage attack.
Call From the Deep (Costs 3 Actions). Anaboros ends every effect on itself that generates a condition of charmed, frightened or stunned and gains advantage on every attacks made on its next turn.
If the trait Chosen of Agtuya has been activated in the last hour, Anaboros can use the options below as legendary actions (it also have 4 legendary action instead of 3 due to the trait Frenzy of the Tempest).
Swirls of Judgment. Anaboros creates three different small maelstrom in three points within 240 ft. from it placed on a body of water. Every maelstrom is a 10-foot radius and 20-foot heigh cylinder of swirling water which count as difficult terrain. Until the end of the next turn of Anaboros, any creature that starts its turn in one of these areas must succeed on a DC 24 Strength saving throw or take 7 (2d6) bludgeoning damage and be pulled 10 feet toward the center.
Hail Barrage. Anaboros makes an Hail Barrage attack.
Hope's Annihilation. Anaboros rolls for the recharge of its Hope's End attack (if possible), and, if it uses this attack on its next turn, it inflicts 33 (6d10) additional lightning damage.
Fury of the Tempest (Costs 2 Actions). Anaboros casts the spell chain lightning.
Electric Burst (Costs 3 Actions). Anaboros creates an explosion of electrified water in a 30-foot radius around itself. Each creature within that area must make a DC 24 Strength saving throw. On a failed save, a creature takes 22 (5d8) bludgeoning damage plus 22 (5d8) lightning damage, can't take reaction until the end of its next turn and is pushed up to 30 feet away from Anaboros and knocked prone. On a successful save, a creature takes half as much damage and suffers no additional effects.
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