The Anzu is a formidable winged humanoid creature that possesses the ability to harness the dual forces of fire and water. With its majestic wingspan and commanding presence, the Anzu strikes both awe and fear into those who witness its fiery and watery powers.
The Anzu’s body is adorned with shimmering feathers of vibrant colors, reflecting the elements it commands. Its piercing eyes radiate an intensity that speaks of its ancient and otherworldly nature. With each beat of its wings, gusts of wind are stirred, hinting at the power it possesses.
As a master of both fire and water, the Anzu can unleash devastating breath attacks. With a deep inhalation, it can exhale a scorching blaze that engulfs its foes in flames, reducing even the sturdiest of defenses to ashes. Conversely, it can draw in moisture from its surroundings, exhaling a torrent of water that floods the battlefield, washing away all who stand in its path.
Legends speak of the Anzu as a celestial guardian, appearing in times of great imbalance in the elemental forces. Its presence heralds both destruction and renewal, as it seeks to restore harmony between fire and water, maintaining the delicate equilibrium of the world.
Encountering an Anzu is a rare and awe-inspiring experience, as it possesses powers that bridge the gap between opposing elements. Only the most skilled and courageous adventurers dare to face this winged enigma, hoping to harness its elemental might or unravel the secrets it holds within its ethereal being.
Special Abilities
Elemental Mastery: The Anzu can breathe fire or water in a 60-foot cone. Creatures in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage or 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Winged Flight: The Anzu has a flying speed of 60 feet. It can hover.
Innate Spellcasting: The Anzu’s spellcasting ability is Charisma (spell save DC 18). The Anzu can innately cast the following spells, requiring no material components:
- At will: Burning Hands, Create or Destroy Water, Control Flames
- 3/day each: Scorching Ray, Sleet Storm
- 1/day each: Cone of Cold, Wall of Fire
Legendary Resistance (3/Day): If the Anzu fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Anzu has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The Anzu makes two attacks: one with its claws and one with its beak.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Legendary Actions
The Anzu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Anzu regains spent legendary actions at the start of its turn.
- Claw Attack: The Anzu makes a claw attack.
- Wings of Gust: The Anzu beats its wings, creating a gust of wind. Each creature within 10 feet of the Anzu must succeed on a DC 17 Strength saving throw or be pushed 15 feet away and knocked prone.
- Fiery Glare (Costs 2 Actions): The Anzu fixes its gaze on a creature within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Damage Resistances
Fire, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksDamage Immunities
Lightning, PoisonCondition Immunities
PoisonedProficiencies
- Perception +7
- Stealth +7
- Saving throw: DEX +7
- Saving throw: CON +9
- Saving throw: WIS +7
- Saving throw: CHA +10
Senses
- Passive Perception: 17
- Darkvision: 120′
Languages
Common, Celestial, DraconicCredits: Squire 5