New Order by Spectrum Shift
Yuan-ti Anathema Sovereign
Champion Huge monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 18 (Natural Armor)
Hit Points 288 (18d12 + 72; bloodied 144)
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 Throes Dex +5, Con +9, Int +9, Wis +8
Skills Acrobatics +5, History +8, Intimidation +9, Perception +7, Stealth +5
Damage Resistances Acid, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Draconic
Challenge 12 (12,600 champion XP)
Proficiency Bonus +4
Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.
Ophidiophobia Aura. 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 frightenedtarget 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.
Shapechanger. 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.
Shed Skin (Champion Trait, recharges after a short or long rest). If the anathema is bloodied, it can remove one condition or effect it is suffering, and it can use its champion actions.
Six Heads. The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
ACTIONS
Multiattack (Anathema Form Only). The anathema makes two claw attacks and one Flurry of Bites attack.
Claw (Anathema Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Constrict. Melee Weapon Attack: +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.
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 21 (6d6) poison damage and the target must make a DC 16 Constitution saving throw or be poisoned.
Acid Splash. The anathema magically hurls a bubble of acid at one creature, or two creatures that are within 5 feet of each other, within 60 feet of it that it can see. The target must make a DC 17 Dexterity saving throw or take 10 (3d6) acid damage.
Innate Spellcasting (Anathema Form Only). 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:
acid splash (refer to actions), animal friendship (snakes only), charm person, message
3/day each:
charm monster, darkness, entangle, fear, haste, suggestion, polymorph
1/day:
divine word, mass suggestion
CHAMPION ACTIONS
Once the anathema's champion trait is activated, on its initiative count +10 it can take one of the following actions.
Slither. The anathema can move up to half its speed without provoking opportunity attacks.
Spellcasting (Recharge 5-6). The anathema can cast an at will spell.