### ⚰️ Anora LYNN, ANCHOR OF INTERCEPTION _Medium humanoid (human), lawful evil_ **Challenge Rating 16 (15,000 XP)** **Proficiency Bonus +5** --- ##### **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) --- ##### **Interception Field (Aura, 30 ft)** • Healing is halved • Creatures make death saves at disadvantage • Undead gain advantage on attack rolls --- ##### **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. --- ##### **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 --- ### ⚔️ 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. --- ##### **Hollowed Servitor** Summons one wight or two shadows under her control. --- ### 🛡️ 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. --- ### 👑 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. --- ### ☠️ 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. --- ## ⚰️ 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**. --- ## 👁️ 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.