Page 108 - Monster Manual Expanded III Dragonix
P. 108
Anito (Uhn-ee-toh) that incur the anito’s wrath will have to face it and answer to its
demands. Depending on the gravity of the interloper’s actions,
When a humanoid dies suddenly or tragically in a fey-touched
the anito may put a curse on the offending creature, make it lose
forest, its soul is sometimes transformed into an anito, the
its bearings and wander the forest for weeks, transform it into a
most common type of engkanto. The anito resembles an 8-foot
forest creature, keep it prisoner, or worse.
tall dendroidal humanoid with gnarly growths protruding
from its head and limbs. An anito is generally characterized as An Anito's Lair
contemplative, inquisitive, quiet, temperamental, and territorial.
The anito may be friendly and helpful to a creature if it shows An anito's lair can be a copse of trees, a set of standing stones,
reverence to the engkanto but then could become suddenly or the ruins of a shrine or temple within a grove. Depending on
enraged for any unintentional slight the same creature may have the anito's preference, the surrounding area can appear as a lush,
done. beautiful garden or a wild, tangled and thorny thicket. Boggles,
Ancestral Spirit. Humanoid tribes and communities aware of gray duwendes, kapres, korreds, nereids, satyrs, vegepygmies, and
the anito’s presence pay their respects to it, knowing that the anito wood woads may reside near the anito's lair.
was probably one of their ancestors. Some even worship them as
Lair Actions
gods and leave offerings to them such as food, wooden carvings
On initiative count 20 (losing initiative ties), the anito takes a lair
of the anito, and even humanoid sacrifices, hoping that the anito
action to cause one of the following effects; the anito can’t use the
will bestow upon them a good harvest and protect them against
same effect two rounds in a row:
enemies, illnesses, and natural calamities.
Nature's Warden. An anito does not take kindly to unannounced • The anito casts bestow curse (no components required) and
visits to its domain. Any creature that crosses into the anito’s doesn't need to maintain concentration of the spell. The effect
territory must offer a small gift or ask for permission in the form ends after 1 minute, or if the anito uses this lair action again.
of worship, lest they fall prey to anito’s wrath. So long as they • The anito casts entangle (no components required) and doesn't
do not desecrate the anito’s territory or take more bounty than need to maintain concentration of the spell. The effect ends
they should, the anito will most likely leave them alone. Those after 1 minute, or if the anito uses this lair action again.
Anito Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage,
Medium fey (engkanto), neutral
and the target must succeed on a DC 16 Strength saving throw. On
a failed save, grasping weeds and vines sprout underneath the target
Armor Class 16 (natural armor) and restrains it for 1 minute. As an action, the restrained creature
Hit Points 135 (18d8 + 54) can make a DC 16 Strength check, escaping from the grasping plants
Speed 50 ft., climb 50 ft. on a success. The effect ends if the grasping plants is destroyed. The
grasping plants have AC 10, 10 hit points, vulnerability to fire damage
STR DEX CON INT WIS CHA and immunity to bludgeoning, poison, and psychic damage.
16 (+3) 17 (+3) 17 (+3) 10 (+0) 16 (+3) 17 (+3)
Bewildering Presence. Each creature of the anito’s choice that the
anito can see within 120 feet of it must succeed on a DC 16 Wisdom
Saving Throws Dex +8, Wis +8, Cha +8 saving throw or be charmed. While charmed, the target suffers the
Skills Perception +8, Stealth +13 effect of the confusion spell without making a saving throw. The effect
Damage Resistances cold, lightning, thunder; bludgeoning, lasts for 1 minute. The anito doesn't need to concentrate on the spell.
piercing, and slashing from nonmagical attacks The charmed creature can repeat the saving throw at the end of each
Senses darkvision 60 ft., passive Perception 18 of its turns, ending the effect on itself on a success. If a creature’s
Languages Common, Elvish, Sylvan saving throw is successful or the effect ends for it, the creature is
Challenge 13 (10,000 XP) Proficiency Bonus +5 immune to the anito’s Bewildering Presence for the next 24 hours.
Innate Spellcasting. The anito’s innate spellcasting ability is
Legendary Resistance (1/Day). If the anito fails a saving throw, it
Charisma (spell save DC 16, +8 to hit with spell attacks). It can
can choose to succeed instead.
innately cast the following spells, requiring no material components:
Magic Resistance. The anito has advantage on saving throws
At will: aid (15 hp), bestow curse, dancing lights, druidcraft, entangle,
against spells and other magical effects.
healing word (3d4 + 3), thorn whip (3d6)
Plant Camouflage. The anito has advantage on Dexterity (Stealth) 3/day each: erupting earth, fog cloud, grasping vine, hallucinatory
checks it makes in any terrain with ample obscuring plant life. terrain, plant growth
1/day each: dominate beast, dominate person, geas, polymorph,
Regeneration. The anito regains 5 hit points at the start of its turn
wrath of nature
if it is within 120 feet of its grove. If the anito takes fire, necrotic, or
radiant damage, this trait doesn’t function at the start of the anito’s Change Shape. The anito magically polymorphs into a Medium-
next turn. The anito’s body is destroyed only if it starts its turn with 0 sized humanoid. It can revert to its true form as a bonus action.
hit points and doesn’t regenerate. 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
Speak with Beasts and Plants. The anito can communicate with
true form if it dies.
beasts and plants as if they and the anito shared a language.
Legendary Actions
Tree Stride. Once on its turn, the anito can use 10 feet of its
movement to step magically into one living tree within its reach and The anito gains 3 legendary actions, choosing from the options below.
emerge from a second living tree within 120 feet of the first tree, Only one legendary action option can be used at a time and only at
appearing in an unoccupied space within 5 feet of the second tree. the end of another creature's turn. The anito regains spent legendary
Both trees must be Large or bigger. actions at the start of its turn.
Actions Move. The anito moves up to half its speed without provoking
opportunity attacks.
Multiattack. The anito can use its Bewildering Presence. It then
Slam. The anito makes a Slam attack.
makes two Slam attacks.
Cast Spell (Costs 2 Actions). The anito innately casts a spell.
107
Bestiary

