| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 13 | +1 | +1 |
| CON | 19 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 19 | +4 | +8 |
| CHA | 20 | +5 | +9 |
Magic Resistance. The Anathema has advantage on saving throws against spells and other magical effects.
Slither Strike. Other creatures can't take reactions on the Yuan-Ti's turn.
Spellcasting. The Anathema is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Anathema has the following spells prepared:
Cantrips (at will): poison spray, firebolt, mending, chill touch, mage hand
1st level (4 slots): shield, magic missile, false life
2nd level (3 slots): hold person, misty step
3rd level (3 slots): counterspell, fireball
4th level (3 slots): polymorph
5th level (1 slots): dominate person
Multiattack. The Anathema makes one claw attack and either one constrict attack or one flurry of bites attack
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d6 + 6) slashing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one large or smaller creature. Hit: (2d6 + 6) bludgeoning damage plus (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends the target is restrained and takes this damage again at the start of their next turn
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d6 + 6) piercing damage plus (4d4) poison damage.
Poison Essence (1/day). All creatures in a 15ft cone musk make a DC 17 Constitution Saving Throw. On a failed save the target take (10d10) poison damage, or half as much on a success. If the target is reduced to 0 HP, they also have their constitution score reduced by 3d6. If the target is a Yuan-Ti, it makes the saving throw with disadvantage.
Force of Nature. Anathema may cast polymorph as a bonus action
Divine Backlash. When the Anathema passes a saving throw against a magical effect, it may use its reaction to deal (3d8) radiant damage to the spellcaster.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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4/29/2025 2:40:39 AM
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