Tiny Celestial, Chaotic Neutral
Armor Class 14
Hit Points 115 (21d4 + 63)
Speed 10 ft., Fly 35 ft.
STR
13 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +5, DEX +8, CHA +9
Skills Acrobatics +8, Athletics +9, Intimidation +9, Religion +4
Damage Resistances Necrotic, Radiant, Thunder
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Aarakocra, Celestial, Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Amanozako has advantage on saving throws against spells and other magical effects.

Godly Strength. Amanozako counts as two sizes larger when trying to graple or shove another creature and has advantage on saving throws against being pushed, pulled or knocked prone.

Press Turn. Once on her turn, if Amanozako scores a critical hit or one of her attacks deals damage that a target is vulnerable to, she can take one additional action on top of her regular action and a possible bonus action.

Repel Lightning. When the Amanozako would take lightning damage because of another creature's attack or spell, she can force that creature to make a DC 17 Dexterity saving throw. On a fail, the creature takes the lightning damage Amanozako would have taken instead. On a success, the creature only takes half the amount of damage.

Actions

Multiattack. Amanozako makes two Zanbarion attaks or makes one Zanbarion attack and then uses Maziobarion if available.

Zanbarion. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 90 ft., 1 target. Hit: 27 (5d8 + 5) thunder damage.

Maziobarion (Recharge 5-6). Every creature of Amanozako's choice that is within 45 ft. of her must make a DC 17 Dexterity saving throw. On a fail, each target takes 22 (5d8) lightning damage and can't take reactions until the start of their next turn. On a success, they take half the damage.

Mediarahan (5/Day). Amanozoko casts the mass healing word spell at 5th level without providing material components or using a spell slot. Charisma is the spellcasting modifier for this spell.

Reactions

Heavenly Counter. When another creature hits Amanozako with a weapon attack, she can force that creature to make a DC 17 Wisdom saving throw. On a fail, they take 11 (2d10) psychic damage and have disadvantage on all attack rolls they make until the start of Amanozako's next turn. On a success they only take half damage and don't have disadvantage on attack rolls. 

Legendary Actions

Amanozako 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. Amanozako regains spent legendary actions at the start of her turn.

Zanbarion. Amanozako makes a Zanbarion attack.

Makarakarn (Costs 2 Actions). Amanozako gains resistance to all damage from spells and has advantage on saving throws against spells until the start of her next turn.

Mazandyne (Costs 2 Actions). Every creature of Amanozako's choice that is within 45 ft. of her must make a DC 17 Constitution saving throw. On a fail, each target takes 18 (4d8) thunder damage, or half as much damage on a success. Additionally, on a fail, a creature is pushed 15 feet away from Amanozako and knocked prone.

Description

A Japanese goddess commonly thought to be the ancestor of the Tengu and Amanojaku. The famed warrior Susano-o once allowed his tempestuous spirit to build up to such an intense degree, he vomited her out as a result. Similary to Susano-o, she has a wild personality and tends to go on a rampage if she doesn't get her way. It is said that she can hurl even the most powerful gods a great distance, and that her fangs can mangle the very sharpest of blades. Like amanojaku, she is prone to doing the exact opposite of what is expected.

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2025 5:16:18 AM
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3/31/2025 10:03:09 AM
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6/6/2026 6:35:23 PM
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Monster Tags: NPCDemon

GarbageLord_

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