Large Fey, Lawful Good
Armor Class 18 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 40 ft., Fly 60 ft.
STR
16 (+3)
DEX
22 (+6)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +9, CON +11, WIS +9, CHA +10
Skills Perception +8, Stealth +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 18
Languages Sylvan, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Magic Weapons. The Anhangá's weapon attacks are magical.

Shadow Stealth. While in dim light or darkness, the Anhangá can take the Hide action as a bonus action.

Legendary Resistance (3/Day). If Anhangá fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. The Anhangá's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Anhangá can innately cast the following spells, requiring no components:

At will: detect magic, dispel magic, druidcraft

3/day each: suggestion, hold monster, polymorph

1/day each: mass cure wounds, heal

Change Shape. The Anhangá magically polymorphs into any folcloric creature with CR 10 or lower, remaining in that form until it chooses to drop it. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

Multiattack. The Anhangá makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 17 (5d6) acid damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage plus 17 (5d6) acid damage.

Wrath of Atlas (Recharge 5–6). Anhangá conjures a momentary whirl of branches and vines at a point he can see within 60 feet of him. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

Possession (Recharge 6). One humanoid, giant or beast that the Anhangá can see within 5 feet of it must succeed on a DC 17 Charisma saving throw or be possessed by the Anhangá; the Anhangá then disappears, and the target is incapacitated and loses control of its body. The Anhangá now controls the body but doesn't deprive the target of awareness. The Anhangá can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the Anhangá ends it as a bonus action, or the Anhangá is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Anhangá reappears in an unoccupied space within 5 feet of the body. The target is immune to the Anhangá's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Summon Fey (3/Day). The Anhangá chooses what to summon and attempts a magical summoning.

Anhangá has a 50 percent chance of summoning 3d6 Caruaras, 1d6 Caiporas, or one Curupira.

A summoned Fey appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other creatures. It remains until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

The Anhangá 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. The Anhangá regains spent legendary actions at the start of its turn.

Possess (Costs 3 Actions). The Anhangá uses its Possession Action.

Tree Stride (Costs 2 Actions). Once on his turn, Anhangá can use 10 feet of his movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Give Life. Anhangá bestows 20 temporary hit points on any creature he can see within 120 feet, including himself.

Attack. The Anhangá makes a melee attack with advantage.

Description

Quando o povoamento de Tradenfey começou esta região foi utilizada pelos Deuses Naturais para criar duas entidades ancestrais que demonstrariam para os outros Deuses e Criadores todo o poder que o Plano Natural possui, estas entidades eram Anhangá e Boitatá, que guerreariam para toda a eternidade, um com o intuito de defender a vida e a natureza e outro com o propósito de destruição. Ao longo de confrontos milenares guerrearam até que chegaram a destruir um ao outro. Esta destruição resultou na mudança drástica do ecossistema da região e do continente pois a morte de Anhangá resultou na criação da Floresta de Atlas e o corpo de Boitatá deu origem ao Monte Maunaloa e todas as montanhas cinzentas resultantes de atividades sísmicas dos próximos séculos.

Anhangás tem o poder de possuir diversas criaturas, alem de poderem se metamorfosear, o que usam em suas táticas de manipulação e espionagem. sua forma verdadeira é a de uma criatura de pele grossa e escura, com olhos vermelhos e envolta num manto de sombras.

Lair and Lair Actions

The whole forest of Atlas was created by the death of Anhangá and its rebirth makes everything more alive and also more perilous for those that are not welcome. The area around wherever Anhangá chooses to rest is apparently more alive and shows it in the number of creatures, the boldness of the natural beings and a impossibility to see beyond the treetops. Any creature's movement is muffled by the presence of ground vegetation, but the forest also somehow seems to change shape frequently disorienting any unwelcome visits.

At the center of its forest, Anhangá creates a clearing that looks very similar to the Feywild with a pond and many mystical fey beings, it is not hidden, however it is almost impossible to find for anyone who was not supposed to find it.

 Lair Actions

On initiative count 20 (losing initiative ties), Anhangá takes a lair action to cause one of the following effects; the Anhangá can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Anhangá can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Anhangá. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage.
  • Magical fog billows around one creature Anhangá can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Anhangá until initiative count 20 on the next round.

Regional Effects

The region containing Anhangá's lair is warped by his ancestral magic, which creates one or more of the following effects:

  • Thickets form labyrinthine passages within 1 mile of the Anhangá's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, Anhangá leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from his path.
  • Folcloric beings and Fey within 1 mile of the lair serve as the his eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
  • Anhangá cannot be surprised while in his lair.

Habitat: Forest

LeoOnuchic

Comments

Posts Quoted:
Reply
Clear All Quotes