Huge monstrosity, neutral evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 189 (18d12 + 72)
- Speed
- swim 40 ft., 40 ft., climb 40 ft.
- Challenge
- 12 (8,400 XP)
- Skills
- Stealth +5, Perception +11
- 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
Traits
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.
Actions
The anathema makes two Claw attacks and one Flurry of Bites attack.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.
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 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.
Bonus Actions
The anathema transforms into a Huge 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.
Spellcasting
The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):