Medium humanoid, lawful neutral
- Armor Class
- 20
- Hit Points
- 144 (17d8 + 68)
- Speed
- fly 40 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Dex +10, Int +9, Str +8, Wis +10
- Skills
- Arcana +9, Insight +10, Perception +10
- Senses
- passive Perception 20
- Languages
- Gith
Traits
While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
The anarch makes three unarmed strikes.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
Legendary Actions
The anarch makes one unarmed strike.
The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
Spellcasting
The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: