Large Monstrosity
Armor Class 14 Spider-silk outfit
Hit Points 71 (10d10 + 16)
Speed 30 ft., Walk 40 ft.
STR
11 (+0)
DEX
13 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws WIS +8, CHA +7
Skills Acrobatics +4, Arcana +10, Deception +5, Performance +7
Damage Resistances Poison, Thunder
Condition Immunities Charmed, Poisoned
Senses Passive Perception 21
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Line? Anansi's son, Trouble Seer, is feeding him stage directions. This creature has advantage on all saving throws for effects that are visible.

Nyame's Thief. If Anansi has possession of a Story Box, all creatures within 60 ft have disadvantage when making Arcana and History checks.

Minstrel. When Anansi resembles an enemy, the enemy has disadvantage on all attacks.

Family Business. If a descendant of Anansi or an Anasesem is within 20 ft of Anansi, they have advantage on Performance checks.

Natural Showmanship. Anansi gets a critical success on a Performance check on an 18, 19, or 20.

Spider Legs. Anansi has a climb speed of 30 and is immune to the effects of webs.

Actions

Master Puppeteer. The target makes a Strength save (DC 15). On a failed save, Anansi webs up the target's limbs and can control them in Initiative. The target can make the save again at the end of their turn to attempt to break out.

Web Blast. Ranged Weapon Attack: +6 to hit, reach 20 ft., multiple targets. Hit: 14 (2d8 + 3) bludgeoning damage. Any targets within reach must make a Dexterity save (DC 16). On a failed save, the target is restrained. The target can make a DC 17 Strength check to break out as their action. 

Harsh Director. Ranged Weapon Attack: +6 to hit, range 60/150 ft., one target. Hit: 19 (3d12 ) thunder damage.

Bonus Actions

A Few Notes (4/day). Anansi gives a d8 to a creature. If the target is hostile, they must subtract this d8 from their next attack roll. If not hostile, the target can add the d8 to any roll they choose

 

Reactions

Web. Anansi shoots a web. This web has a 5 ft radius and is difficult terrain. The web can be burned or cut away.

Legendary Actions

Anansi has 2 legendary actions that replenish after his turn

Crossdress. Anansi chooses a target. He then transforms into a replica of that target until the end of his next turn. During this, he has access to any special abilities that target has (specifically under the Feats and Traits).

Rile the Crowd. Anansi makes the crowd go wild with praise and laughter. For the next round, any players who are not Anansesem have disadvantage on Performance until the end of their next turn

Tap Dance For Me. Anansi chooses a target. That target must make a Wisdom save (DC 16). On a failed save, the target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Prima Donna (2/day). If an ally fails the contested Performance check, Anansi can force a reroll.

JJSilas99

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