Snake, Anaconda (Giant)

Gargantuan beast, unaligned

Armor Class 16 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 20 ft., climb 20 ft., swim 20 ft.

28 (+9) 12 (+1) 21 (+5) 1 (-5) 13 (+1) 2 (-4)

Saving Throws Con +10
Skills Perception +6
Senses passive Perception 16
Challenge 13 (10,000 XP)


  • Dangerous Wake. When the giant anaconda moves 10 feet or more, any space it moves through becomes difficult terrain until the beginning of its next turn. Creatures that pass through any affected underwater spaces must make a DC 22 Strength saving throw; on a failed save, they are pulled under.
  • Inescapable Grasp. Immunity to being grappled or restrained does not protect a creature from the giant anaconda’s actions and it is immune to the effects of freedom of movement on creatures it grapples, although those creatures have advantage on escape attempts.


  • Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 64 (10d10 + 9) piercing damage.
  • Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 64 (10d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the creature is restrained, and the anaconda has disadvantage on constrict attacks. If it is grappling one Huge creature, two Large creatures, or four Medium or smaller creatures, it can’t constrict another target.
  • Encircle. If the anaconda moves no more than half its speed, it can use the length of its body to form an enclosed barrier surrounding an open 20-foot-square space. The outer edge of the anaconda’s space becomes a 40-foot square until the beginning of its next turn. The space in between is considered occupied by the anaconda. Creatures that would be in the occupied space can choose to be moved to the nearest space inside or outside the anaconda; the anaconda cannot encircle if any creature of Huge or larger size occupies the intended space. The anaconda may then bite or constrict.
  • Squeeze. The anaconda can force a creature it has grappled to make a DC 22 Strength saving throw. On a failure, the creature loses its air and begins suffocating immediately. When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is must begin making death saves, and it can’t regain hit points until it can breathe again.


These massive snakes spend most of their time underwater or in caves along riverbanks, but they are known to climb trees in search of birds and their nests. They range in color from yellow to shades of green, with some species having spots or speckled patterns. They devour any prey they can catch, primarily fish and amphibians but also herd animals coming near the water’s edge or their treed lairs, and even other predators like caimans and other snakes. They feed on carrion when available, and cannibalism of other anacondas is not uncommon, especially by the females after mating. Fully grown anacondas can stretch up to 20 or even 30 feet long and weigh over 500 pounds.

River Monsters. Far rarer but even more deadly, gargantuan anacondas lurk in vast river networks, usually far from human habitation. When they venture into settled areas, however, they can depopulate entire villages, destroying boats and houses in a feast of death and destruction.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

This is not the complete section 15 entry - see the full license for this page