Legendary Resistance (3/Day). If Annabelle fails a saving throw, she can choose to succeed instead.
Shed Skin. At the start of her turn, if Annabelle is under the effects of a negative condition, such as being stunned, she may roll a d4. On a roll of 3 or 4, she sheds her skin and those conditions immediately end.
Slithering Stealth. While in dim light or darkness, Annabelle can take the Hide action as a bonus action.
Pursuit. When another creature moves within 50 of her, Annabelle may use her reaction to move up to 25 feet towards that creature and make a Venomous Bite attack if she is within range.
Multiattack. Annabelle makes three attacks: Two with her bite and one with her tail.
Venomous Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage and the target must make a DC 18 Constitution saving throw, taking 14 (4d6) poison damage and half on a success. Also on a fail, the target is poisoned for 1 hour.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage and the target must make a DC 18 Strength saving throw or be knocked prone.
Lunge. Ranged Weapon Attack: +16 to hit, range 20/40 ft., one target. Hit: 60 (10d8 + 15) piercing damage and the target must make a DC 18 Strength saving throw or be knocked prone.
Spit Poison (Recharge 4–6). Annabelle spits out a spray of toxic acid in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 34 (4d12 + 8) acid and 34 (4d12 + 8) poison damage on a failed save, or half as much damage on a successful one. Each creature that failed is also blinded for 1 minute and may spend an action to flush the acid from their eyes.
Annabelle can take 5 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. Annabelle regains spent legendary actions at the start of her turn.
Snapping Jaws. Annabelle makes one quick Venomous Bite attack.
Swift Killer. Annabelle can consume 1, 2, or 3 legendary actions to move up to a total of 50, 100, or 150 feet in any direction or directions.
Coil (Costs 2 Actions). Annabelle coils up. While coiled, Annabelle gains a +5 to her Armor Class, but her movement speed is reduced to 0. Also while coiled, she has advantage on her next Lunge attack and can also use her Lunge attack as a reaction if a creature enters the attack's range. Annabelle uncoils whenever she makes an attack, and she may choose to uncoil at the start of her turn.
Constrict. Annabelle wraps herself around a creature within 10 feet of her. The creature must make a DC 19 Strength saving throw or become grappled. The grappled creature may use an action on their turn to attempt the saving throw again. Annabelle may use a bonus action on her turns to crush the grappled creature, dealing 20 (5d6 + 2) bludgeoning damage.
Serpent Queen's Children (Costs 3 Actions). Annabelle calls her children to her aid, and causes two swarm of poisonous snakes to appear in unoccupied spaces within 5 feet of her.
Comments