Huge monstrosity, Neutral Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 189 (18d12 + 72) |
| Speed | 40 ft., climb 40 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 13 (+1) | 19 (+4) | 19 (+4) | 17 (+3) | 20 (+5) |
| Saving Throws | — |
|---|---|
| Skills | Perception +11, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | blindsight 30 ft., darkvision 60 ft., passive Perception 21 |
| Languages | Abyssal, Common, Draconic |
| Challenge | 12 |
The anathema has advantage on saving throws against spells and other magical effects.
Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this anathema's aura for the next 24 hours.
The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
The anathema makes two Claw attacks and one Flurry of Bites attack.
Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Attack Roll: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.
Melee Attack Roll: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns. The anathema can constrict only one creature at a time.
The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: animal friendship (snakes only)
3 each/day: darkness, entangle, fear, polymorph, suggestion
Huge monstrosity (shapechanger, yuan-ti), Neutral Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 189 (18d12 + 72) |
| Speed | 40 ft., climb 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 13 (+1) | 19 (+4) | 19 (+4) | 17 (+3) | 20 (+5) |
| Saving Throws | — |
|---|---|
| Skills | Perception +7, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 60 ft., blindsight 30 ft., passive Perception 17 |
| Languages | Abyssal, Common, Draconic |
| Challenge | 12 |
The anathema has advantage on saving throws against spells and other magical effects.
Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.
The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Attack Roll: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target.
Melee Attack Roll: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.
The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
1/day: divine word
3 each/day: darkness, entangle, fear, haste, suggestion, polymorph