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Anzû

Challenge
Tags
Terrain
str
23
dex
21
con
20
int
18
wis
19
cha
20

AC 18 (natural armor)

HP  230 (20d12 + 100; bloodied 115)

Speed 40 ft., fly 80 ft. (hover)


Proficiency +5; Maneuver DC 19
Skills Acrobatics +10, Arcana +9, History +9, Nature +9 (1d6), Perception +9 (1d6), Religion +9
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning, necrotic, radiant, thunder
Senses darkvision 120 ft., passive Perception 24
Languages Common, telepathy 200 ft.


Innate Spellcasting. Anzû’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Constant: tongues
At will: detect evil and good , detect magic , fog cloud , gust of wind , thunderwave
3/day each: lightning bolt , shatter
1/day each: conjure elemental (air elemental only), control weather

Magic Resistance. Anzû has advantage on saving throws against magical effects and spells.

Shapechanger. Anzû can use its action to polymorph into a humanoid it has seen, or back into his true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. Anzû reverts to its true form if it dies.

Tornado Aura. Ranged weapon attacks against Anzû have disadvantage . A creature can negate this trait for a single ranged weapon attack made immediately after using a bonus action to aim.


ACTIONS

Multiattack. Anzû makes two claw attacks, two talon attacks, and one bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) magical piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) magical slashing damage.

Talon. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) magical slashing damage.

Create Whirlwind. A 15-foot-radius, 50-foot tall cylinder of swirling air magically forms on a point Anzû can see within 200 feet of him. The whirlwind lasts until it is ended on Anzû's turn or Anzû makes a new whirlwind. Any creature but Anzû that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. Anzû can move the whirlwind up to 60 feet as a bonus action, and creatures restrained by the whirlwind move with it. The whirlwind ends if Anzû loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including himself, by succeeding on a DC 17 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Tempest (Recharge 5-6). Each creature within 15 feet of Anzû must make a DC 18 Strength saving throw . On a failure, a target takes 19 (3d8+6) bludgeoning damage and is knocked prone . On a failure by 5 or more, a target is thrown 10 feet for every 5 points it failed the save. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for each 10 feet it is thrown (minimum 1d6). If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

 

Description

We are headed way, way back into Mesopotamian myth for this creature. The divine monster in this entry is known for soaring through the skies, keeping the company of goats, and appearing in many ancient religions. Anzû is a lesser divinity, a great storm bird able to breathe fire and water.

In its oldest iteration Anzû was a form of Abu, a god that was himself an amalgamation of thunderstorm entities. Originally it was depicted as an enormous, black, eagle-shaped thundercloud, but later on gained a lion’s head to cement the association with thunder (or sometimes goats!) Later on down the line, the Sumerians and Akkadians personified Anzû as the southern wind, a half-man and half-bird demon that stole the Tablet of Destinies from Enlil and angered the gods so much that he was killed for it.

Monster Type Description

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.