Page 203 - Volo's Guide to Monsters
P. 203
poison damage.
one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6)
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft.,
constrict another target.
damage at the start of each of its turns, and the anathema can't
and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid
(escape DC 16). Until this grapple ends, the target is restrained
damage plus 7 (2d6) acid damage, and the target is grappled
Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning
Constrict. Melee Weapon Attack:+ 10 to hit, reach 15 ft., one
reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Claw (Anathema Form Only). Melee Weapon Attack: + 10 to hit,
Bites attack.
two claw attacks, one constrict attack, and one Flurry of
Multiattack (Anathema Form Only). The anathema makes
ACTIONS
unconscious.
charmed, deafened, frightened, stunned, or knocked
ception) checks and on saving throws against being blinded,
Six Heads. The anathema has advantage on Wisdom (Per-
wearing or carrying isn't transformed.
Its statistics are the same in each form. Any equipment it is
into a Huge giant constrictor snake, or back into its true form.
Shapechanger. The anathema can use its action to polymorph
for it, the target is immune to this aura for the next 24 hours.
cess. If a target's saving throw is successful or the effect ends
the end of each of its turns, ending the effect on itself on a suc-
and yuan-ti. A frightened target can repeat the saving throw at
DC 17 Wisdom saving throw or become frightened of snakes
feet of the anathema and can see or hear it must succeed on a
other than a snake or a yuan-ti, that starts its turn within 30
Ophidiophobia Aura. Any creature of the anathema's choice,
throws against spells and other magical effects.
Magic Resistance. The anathema has advantage on saving
1 /day: divine word
3/day each: darkness, entangle.fear, haste, suggestion, polymorph
sance from weaker yuan-ti and uses every resource at
At will: animal friendship (snakes only)
demigod on the path to greater divinity. It demands obei-
Not Quite Divine. An anathema considers itself a
components:
their lessers for their own evil ends.
can innately cast the following spells, requiring no material
come an anathema, since anathemas brutally subjugate
innate spellcasting ability is Charisma (spell save DC 17). It
Innate Spellcasting (Anathema Form Only). The anathema's
Not all yuan-ti are eager to see one of their own be-
The transformation is quick yet painful.
the abomination to bathe in the blood of its enemies.
Challenge 12 (8,400 XP)
mands the sacrifice of hundreds of snakes and requires
Languages Abyssal, Common, Draconic
an even greater form: a yuan-ti anathema. This ritual de-
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
to perform a ritual that, if successful, transforms it into
Condition Immunities poisoned
A yuan-ti abomination's quest for godhood might lead it
Damage Immunities poison
Damage Resistances acid, fire, lightning
YUAN-TI ANATHEMA
Skills Perception +7, Stealth +S
guard and the horrifying yuan-ti anathema.
19 (+4)
19 (+4)
23 (+6)
13 (+1)
17 (+3)
20 (+S)
Also described here are the degenerate yuan-ti brood-
DEX
STR
CHA
INT
WIS
CON
perform sacrificial rites to appease their vile gods.
spiritual leaders among the serpent folk. These priests
Speed 40 ft., climb 30 ft .• swim 30 ft.
or Merrshaulk-often rise through the ranks to become
Hit Points 189 (18d12 + 72)
particular god- be it Sseth, Dendar the Night Serpent,
Armor Class 16 (natural armor)
Yuan-ti malisons who become priestly devotees of a
Huge monstrosity (shapechanger, yuan-ti), neutral evil
YUAN-TI
YUAN-TI ANATHEMA