Anadi Fateweaver
Creature 5 (uncommon) — anadi, humanoid
Pre-Remaster content. May include legacy alignment.
MenderWeaverLANDVERTICALanadi
The anadis manipulate the threads of fate as easily as they spin silk. Anadis have three distinct forms-human, spider, and a beautiful but unnerving hybrid shape that is their true form. Despite their unsettling arachnid features, anadis are peaceful and form tight-knit communities.
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +14
Languages anadi, common
Skills acrobatics +13, athletics +11 (+15 to climb in spider or hybrid form), crafting +9 (+13 to weave), medicine +12, nature +14, survival +12
Str
+2
Dex
+4
Con
+0
Int
+0
Wis
+5
Cha
+1
Items Composite Shortbow, Shortsword, Hide Armor
AC 21
Fort +9
Ref +12
Will +15
HP 75
Speed 25 feet, climb 25 feet
Offense
Melee Fangs (finesse) +13, Damage 2d6+6 piercing plus Anadi Venom
Melee Shortsword (agile, finesse, versatile-p) +13, Damage 1d6+6 piercing
Ranged Composite Shortbow (deadly-d10, propulsive, reload-0) +13, range increment 60 feet, Damage 1d6+1 piercing
Abilities
Spin Silk (concentrate, exploration, manipulate) — By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment.
Fate's Threads (fortune) — Frequency three times per day
Trigger An ally within 30 feet of the anadi fateweaver that they can see makes a skill check or a saving throw
Effect The creature rerolls the triggering check and takes the new result.
Trigger An ally within 30 feet of the anadi fateweaver that they can see makes a skill check or a saving throw
Effect The creature rerolls the triggering check and takes the new result.
Anadi Venom (poison) — Saving Throw DC 20 Fortitude
Maximum Duration 4 rounds
Stage 1 1d6 poison damage and Off-Guard (1 round)
Stage 2 1d6 poison damage, off-guard, and Clumsy 1 (1 round)
Maximum Duration 4 rounds
Stage 1 1d6 poison damage and Off-Guard (1 round)
Stage 2 1d6 poison damage, off-guard, and Clumsy 1 (1 round)
Change Shape (arcane, concentrate, polymorph) — The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can't use their fangs attack. When in spider form, they can't use weapons.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Arcane Innate Spells DC 23, attack +15
2nd Blur, Web
1st Color Spray, Mending, Unseen Servant
Cantrips (2nd) Dancing Lights, Detect Magic, Mage Hand, Message
Arcane Spontaneous Spells DC 23, attack +15
3rd Hypnotic Pattern, Mind Reading
2nd Augury, Invisibility, Status
1st Illusory Object, Magic Missile, Ray of Enfeeblement
Cantrips (3rd) Daze, Ghost Sound, Produce Flame, Shield
WORKS WELL WITH
AnvilLAND / VERTICALAnvil draws attention while Fate's Threads rerolls keep the frontline standing through failed saves.
CrasherLAND / VERTICALCrasher exposes enemies to follow-up while poison-induced off-guard and clumsy deepen the penalty stack.
FlankerLAND / VERTICALFlanker exploits vertical repositioning and off-guard from poison to secure sneak attack flanks at multiple elevations.
PUNISHES
✖ low Fort✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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