### ⚰️ Anora LYNN, ANCHOR OF INTERCEPTION
_Medium humanoid (human), lawful evil_
**Challenge Rating 16 (15,000 XP)**
**Proficiency Bonus +5**
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##### **ARMOUR CLASS** 20 (grave ward, bone sigils)
##### **HIT POINTS** 262 (32d8 + 128)
##### **SPEED** 30 ft., hover 20 ft.
STR 14 (+2)
DEX 16 (+3)
CON 20 (+5)
INT 16 (+3)
WIS 22 (+6)
CHA 18 (+4)
##### **SAVING THROWS**
Wis +11, Con +10, Cha +9
##### **SKILLS**
Insight +11, Perception +11, Religion +11
##### **DAMAGE RESISTANCES**
cold, necrotic
##### **DAMAGE IMMUNITIES**
poison
##### **CONDITION IMMUNITIES**
poisoned, frightened, Magical Sleep
##### **SENSES**
darkvision 120 ft., passive Perception 21
##### **LANGUAGES**
Common, Celestial, Infernal, Deep Speech
### 🕯️ TRAITS
##### **Grave Anchor**
Whenever a creature dies within 60 ft, Anora chooses one:
• Regain 25 HP
• Regain a spent spell (≤5th)
• Summon a Hollowed Servitor (wight or shadow)
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##### **Interception Field (Aura, 30 ft)**
• Healing is halved
• Creatures make death saves at disadvantage
• Undead gain advantage on attack rolls
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##### **Vecna’s Education**
Anora has advantage on saving throws vs spells.
Once per round, when she fails a saving throw, she can choose to succeed instead.
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##### **Legendary Resistance (3/day)**
### 🩸 SPELLCASTING (17th-level cleric equivalent)
**Spell save DC 19, +11 to hit**
**At will:** toll the dead (4d12), bane, spare the dying, thaumaturgy
**3/day each:** blight, blinding smite, spirit guardians (necrotic), bestow curse (6th), speak with dead
**1/day each:** harm, contagion, create undead, antilife shell, negative energy flood
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### ⚔️ ACTIONS
##### **Multiattack**
Anora makes two Grave Touch attacks or casts a spell and makes one Grave Touch.
##### **Grave Touch**
Melee spell attack: +11
Hit: 27 (4d10 + 5) necrotic
Target must succeed on a DC 18 Con save or:
• HP maximum reduced by same amount
• target cannot regain hit points until end of its next turn
##### **Steal the Final Breath (Recharge 5–6)**
One creature below half HP within 60 ft.
Con save DC 18 or take 10d10 necrotic, Anora regains the same, and the creature gains 1 automatic failed death save.
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##### **Hollowed Servitor**
Summons one wight or two shadows under her control.
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### 🛡️ REACTIONS
##### **Soul Intercept**
When a creature within 30 ft drops to 0 HP, it instead drops to 1 HP, and Anora immediately uses a legendary action.
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### 👑 LEGENDARY ACTIONS (3/round)
• **Cantrip**
• **Grave Touch**
• **Command Undead**
• **Cast Spell (costs 2)**
• **Open the Quiet Way (costs 3):**
20-ft radius necrotic field. Creatures inside have disadvantage on saves; undead regain 15 HP.
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### ☠️ PHASE TRANSITION — _ANCHOR UNBOUND_
At 130 HP, Anora erupts with black-violet script.
She gains:
• Flight 40 ft
• Aura increases to 40 ft
• At initiative 20, a Hollowed Servitor rises automatically
• Grave Touch becomes 5d10 necrotic
## 🕯️ 1. **Extinguish the Last Light** _(Darkness Event)_
Every nonmagical light in the lair is instantly snuffed out.
Then **magical darkness** floods the chamber in a 40-ft-radius sphere centred on the ritual door (or Anora), spreading around corners.
This darkness:
• functions as _darkness_ but **cannot be dispelled by 3rd-level light**
• suppresses darkvision
• is lightly obscured even to creatures with Devil’s Sight or truesight (Vecna’s interference)
• lasts until initiative count 20 of the next round
While this darkness persists:
• undead and constructs have advantage on attack rolls
• living creatures have disadvantage on Perception checks and their first attack each round
• any creature reduced to 0 HP inside it automatically fails one death save
Visual: no glow, no reflections — even spell effects look muted and wrong.
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## ⚰️ 2. **Hands of the Unburied**
The stone ruptures as skeletal hands tear free from the floor, walls, and corpse piles.
Choose up to **three 10-ft squares** the party can see.
Creatures in those areas must make a **DC 18 Strength or Dexterity save** (their choice).
On a failure:
• restrained until the end of their next turn
• take **4d10 necrotic damage**
• the area becomes difficult terrain
On a success:
• half damage
• speed reduced to 0 until the end of the current turn
While restrained this way, a creature also has **disadvantage on death saving throws**.
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## 👁️ 3. **Vecna Listens**
A pressure rolls through the room, like a held breath.
Each non-undead creature in the lair must make a **DC 17 Wisdom saving throw**.
On a failure, Vecna extracts something:
Choose one effect per creature:
• disadvantage on all d20 rolls until the end of their next turn
• one 3rd-level or lower spell slot is suppressed until the end of their next turn
• their shadow animates and makes one melee spell attack (DM uses Shadow’s attack only)
On a success:
• the creature is immune to this lair action until the end of the next round
• and gains advantage on their next saving throw
Additionally, Anora or the Demilich **immediately regain 20 HP** total for each creature that fails.
Visual: whispers without mouths, shadows lagging behind bodies, blood briefly writing words in the air.