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.

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