Targeted. When Anxiety is dealt damage a second time each round, it takes an additional 1d6 necrotic damage and gains advantage on all attacks until the end of its next turn.
Aura of Paranoia. Each creature that starts its turn within 10 feet of Anxiety must make a DC 16 Wisdom saving throw or be frightened for one minute. At the end of each of their turns, they may attempt the saving throw again. On a successful save, the creature is immune to this effect for 24 hours.
Sweaty. Anxiety has advantage on any ability check or saving throw to avoid or brake free of being grappled or restrained.
Multiattack. Anxiety makes one Thrash attack and one Disconnect attack.
Thrash. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) bludgeoning damage.
Disconnect. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) bludgeoning damage and 14 (4d6) psychic damage. The target must make a DC 16 Wisdom saving throw or be frightened until the end of its next turn, and they take 10 (3d6) psychic damage if they end their turn within 10 feet of an ally. In addition, if an ally ends their turn within 10 feet of the target, the target must use their reaction to use up to half their movement speed to move away from their ally.
Fears Realized. When a creature deals damage to Anxiety, it can cause them to take half the damage they dealt as psychic damage.
Description
A bone-thin creature that is the manifestation of anxiety. Its hands are gnarled and curled, with a collection of talons that are a mix of long and sharp, jagged talons, and nubs chewed down to bloody stumps. Its lips have been gnawed into a lumpy strips of bloody scar tissue.
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