b'Anz\xc3\xbb \n'b'  Family:   NPC  \n'b'  Huge   celestial ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  230 (20d12+100)  Speed  40 ft., fly 80 ft. (hover)\n'b' STATS STR: 23 (+6) DEX:  21 (+5)  CON:  20 (+5)  INT:  18 (+4)  WIS:  19 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +10,  Arcana  +9,  History  +9,  Nature  +14,  Perception  +14,  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. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . Anz\xc3\xbb\xe2\x80\x99s 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:\n'b'\n'b'\n'b'  Constant :  tongues  \n'b'  At will :  detect evil and good ,  detect magic ,  fog cloud ,  gust of wind ,  thunderwave  \n'b'  3/day each :  lightning bolt ,  shatter  \n'b'  1/day each :  conjure elemental  (air  elemental  only),  control weather  \n'b'\n'b'  Magic Resistance . Anz\xc3\xbb has advantage on saving throws against magical effects and spells. \n'b'  Shapechanger . Anz\xc3\xbb 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\xe2\x80\x99t transformed. Anz\xc3\xbb reverts to its true form if it dies. \n'b'  Tornado Aura . Ranged weapon attacks against Anz\xc3\xbb have disadvantage. A creature can negate this trait for a single ranged weapon  attack  made immediately after using a bonus cation to aim. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Anz\xc3\xbb makes two claw attacks, two talon attacks, and one bite  attack . \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 17 (2d10+6) magical piercing damage. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 13 (2d6+6) magical slashing damage. \n'b'  Talon .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 15 (2d8+6) magical slashing damage. \n'b'  Create Whirlwind . A 15-foot-radius, 50-foot-tall cylinder of swirling air magically forms on a point Anz\xc3\xbb can see within 200 feet of him. The whirlwind lasts until it is ended on Anz\xc3\xbb\xe2\x80\x99s turn or Anz\xc3\xbb makes a new whirlwind. Any creature but Anz\xc3\xbb that enters the whirlwind must succeed on a DC 18  Strength  saving throw or be  restrained  by it. Anz\xc3\xbb 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 Anz\xc3\xbb 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. \n'b'  Tempest (Recharge 5-6) . Each creature within 15 feet of Anz\xc3\xbb 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\xe2\x80\x99t flung away or knocked  prone . \n'b'\n'b' ABOUT \n'b' 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. Anz\xc3\xbb is a lesser divinity, a great storm bird able to breathe fire and water. \n'b' In its oldest iteration Anz\xc3\xbb 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\xe2\x80\x99s head to cement the association with thunder (or sometimes goats!) Later on down the line, the Sumerians and Akkadians personified Anz\xc3\xbb 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.'