Anemoberration, Greater

Family: Anemoberration

Large aberration (brute), unaligned

Armor Class 15 (natural armor)
Hit Points 136 (13d10 + 65); Wound Threshold 34
Speed 20 ft., swim 20 ft.

20 (+5) 6 (-2) 21 (+5) 16 (+3) 10 (+0) 14 (+2)

Skills Stealth* +4, Perception +3
Damage Vulnerabilities radiant, thunder
Damage Resistances bludgeoning
Damage Immunities acid
Condition Immunities blinded, deafened
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13
Challenge 6 (2,300 XP)


  • Adaptive Camouflage. The greater anemoberration has advantage on Dexterity (Stealth) checks.
  • Final Aberrant Possession. When the greater anemoberration’s hit points are reduced to 0, its tentacles turn into filaments of black energy that flail in a 14-foot radius. Each creature in that area must make a DC 14 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save. If the saving throw fails by 5 or more, the creature is also possessed. The greater anemoberration can possess up to two targets at a time. A possessed target is incapacitated and loses control of their body. The greater anemoberration now controls the body but doesn’t deprive the target of awareness. The greater anemoberration cannot be targeted by any attack, spell, or other effect, except those specifically targeting its creature type in the ability’s description. It retains its alignment and Intelligence, Wisdom, and Charisma ability scores. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or the greater anemoberration is forced out by the dispel evil and good spell or a similar effect. When the possession ends, the greater anemoberration’s spirit reappears in an unoccupied space within 5 feet of the body as a dark tentacular cloud that immediately dissipates.


  • Multiattack. The greater anemoberration makes three tentacle attacks. If two of the attacks hit the same target of Medium size or smaller, the target is grappled (DC 16 to escape) and the greater anemoberration can use Swallow on it as a bonus action.
  • Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Engulf. The anemoberration engulfs a Medium or smaller target it is grappling. The engulfed target is blinded and restrained, and cannot breathe-it’s suffocating. It must succeed on a DC 16 Constitution saving throw at the start of each of the greater anemoberration’s turns or take 14 (2d8 + 5) acid damage. If the greater anemoberration moves, the engulfed target moves with it. The greater anemoberration can have only one target engulfed at a time.
  • Chimeric Cone (Recharge 5-6). The greater anemoberration emits a 40-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 14 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. Finally, if the initial saving throw is failed by 5 or more, the creature falls prone.


Anemoberrations, similar to sea anemones with their many tentacles, travel very slowly, whether on land or in the water. They fade into their environment, only to surprise their prey at the last second by bristling a wall of tentacles and attacking.

Greater anemoberrations serve as guardians of seemingly mundane locations that are of great importance to them. Any intruder venturing too close will be surrounded by a wall of tentacles before being attacked. The threat persists even after the final blow however, as this creature is able to possess the body of its killer in a last-ditch action.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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