Legendary Resistance (3/Day). If Anny fails a saving throw, she can choose to succeed instead.
Divine Will of The Huntress. Anny is immune to any spell or effect that would alter her form. Additionally, Anny has advantage on saving throws against spells and other magical effects.
Divine Declaration: Relentless Hunt (3/Day). As a bonus action, Anny can expend a use of this trait to grant herself advantage on attack rolls, saving throws, and ability checks until the start of her next turn.
Magic Weapons. Anny's weapon attacks are magical.
Aura of The Unseen. Any creature that attempts to perceive Anny or her worshipers within 60 feet (e.g., through sight, hearing, scent, or magic such as detect magic) has disadvantage on the ability check or saving throw. Any attack roll made against Anny or her worshipers within this aura has disadvantage unless the attacker can see through magical darkness or illusions.
Divine Spellcasting (Trickery & Nature). As a goddess of the hunt, Anny can cast spells listed in both the Cleric's Trickery and Nature domains at will, using Wisdom as her spellcasting ability (spell save DC 26, +18 to hit with spell attacks). Additionally, she can cast nondetection on herself or willing creatures at will, and pass without trace at will, without expending spell slots.
Divine Declaration: Wild Hunt. (Recharges after a Long Rest). Anny shouts out a divine declaration, causing plant life to erupt and proliferate wildly in a 120-foot-radius circle centered on herself. The eruption of foliage lasts until Anny dismisses the declaration or it is destroyed. All creatures of her choice within the area must succeed on a DC 26 Wisdom saving throw or be blinded and deafened as their senses are overwhelmed by divine illusions and whispers. Creatures that fail by 5 or more are also incapacitated. On a successful save, creatures are immune to this effect for 24 hours.
Unseen Huntress. Anny has advantage on Stealth checks. If she remains motionless for 1 round, she becomes invisible until she moves or takes an action.
Multiattack. Anny makes three attacks: two with her Divine Claws and one with her Shadowed Arrow. She can replace one attack with a use of her Veil of Shadows.
Divine Claws. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage plus 18 (4d8) psychic damage. If the target is a creature, it must succeed on a DC 24 Wisdom saving throw or be disoriented until the end of its next turn. A disoriented creature has disadvantage on its next attack roll.
Shadowed Arrow. Ranged Spell Attack: +18 to hit, range 150/600 ft., one target. Hit: 32 (5d10 + 9) necrotic damage. If the target is a creature, it must succeed on a DC 26 Wisdom saving throw or become faintly visible and has disadvantage on Wisdom (Perception) checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Veil of Shadows (Recharge 5-6). Anny creates a localized zone of profound concealment. An area up to a 60-foot radius centered on a point she can see within 120 feet becomes heavily obscured by illusory shadows and dampening magic until the start of her next turn. Creatures within this area gain advantage on Dexterity (Stealth) checks and cannot be targeted by divination magic or perceived by truesight.
Hunter's Mark (Divine). Anny mystically marks a creature she can see within 120 feet. For the next minute, her attacks deal an extra 18 (4d8) psychic damage to the target. Additionally, for the duration, she always knows the target's location if it is within 1 mile of her. This effect ends early if she marks another creature
Anny 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. Anny regains spent legendary actions at the start of her turn.
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Move and Hide. Anny moves up to her speed. If she ends this movement out of sight of all enemies, she can make a Dexterity (Stealth) check with advantage.
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Misdirection (Costs 2 Actions). Anny causes one attack roll she can see within 60 feet to target a different creature within range (other than the attacker), or she can cause a spell that targets only one creature to target a different creature within its range (other than the caster).
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Shadow Step (Costs 2 Actions). Anny teleports up to 120 feet to an unoccupied space she can see. Both the space she leaves and her destination must be in dim light or darkness.
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Whisper of Deception (Costs 3 Actions). Anny causes one creature she can see within 60 feet to make a DC 26 Wisdom saving throw. On a failed save, the creature perceives a convincing illusion of a threat or opportunity, and must use its next action to move up to its speed in a direction of the goddess's choice or make one weapon attack against a creature of the goddess's choice.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Anny can take a lair action to cause one of the following effects; Anny can't use the same effect two rounds in a row:
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Enveloping Mists. Swirling, opaque mists fill a 60-foot radius sphere at a point Anny can see within 120 feet. This area is heavily obscured. The mists last until initiative count 20 on the next round.
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Illusory Terrain. Anny creates an illusion of terrain features (such as trees, rocks, or thorny bushes) within a 30-foot square area she can see within 120 feet. Creatures moving through the illusory terrain must succeed on a DC 26 Intelligence (Investigation) check or treat the area as difficult terrain. The illusion lasts until initiative count 20 on the next round.
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Summon Fox Spirit. [Name of Hunting Goddess] summons 1d4 invisible Fox Spirits that appear in unoccupied spaces she can see within 60 feet. These spirits act on the goddess's initiative, have an AC of 15, 20 hit points, a speed of 40 ft., and can make one Bite attack (+8 to hit, 1d6 piercing damage). They last until they are reduced to 0 hit points or the goddess uses this lair action again.
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Fading Footfalls. [Name of Hunting Goddess] causes the tracks and sounds of creatures of her choice within 120 feet to disappear for 1 minute, making them untrackable by non-magical means and giving them advantage on Dexterity (Stealth) checks.
Previous Versions
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11/4/2025 11:55:08 PM
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Coming Soon
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