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“Anzu: The Storm-Lion of the Skies – Divine Tempest and Legendary Predator”

Anzu: The Storm-Lion of the Skies – Divine Tempest and Legendary Predator
Create

Majestic and terrifying, the Anzu are lion-headed storm eagles born from ancient chaos—sovereigns of thunder and wind who steal divine power and defy the gods themselves.


Appearance

Anzu are colossal avian predators with wingspans exceeding thirty feet, their bronze and gold feathers shimmering with lightning’s glow. Each bears the regal head of a lion crowned with a mane of crackling stormfire. Their eyes burn with white-blue fury, and when they take flight, the sky darkens with thunderclouds drawn to their presence.


Behaviour

Proud, cunning, and tempestuous, the Anzu embody both the intelligence of demigods and the savagery of predators. They dwell in solitude but command absolute dominion over their storm-wracked territories. Quick to anger and slow to forgive, they test intruders with roaring winds before striking in calculated, devastating bursts of violence.


Habitat

The Anzu roost on the highest, most inaccessible peaks—windswept mesas, volcanic craters, and storm-crowned mountains. Their lairs are marked by constant tempests, scorched rock, and the remains of ancient temples devoted to long-forgotten deities. Lightning scars the landscape wherever they nest.


Modus Operandi

Anzu hunt from above, descending in a cyclone of thunder and fury. They disorient prey with deafening gusts and blinding flashes before tearing through defenses with their talons and beaks. Against spellcasters or divine beings, they are infamous for absorbing or reflecting magic, turning holy power back upon its source in dazzling storms of energy.


Motivation

The Anzu crave dominion and remembrance, driven by a divine pride that demands reverence. They hoard relics of gods, not for greed but as trophies of defiance. To them, every storm is a proclamation of supremacy—a reminder that even the heavens must tremble when an Anzu takes wing.

  • Anzu 5e 2024
  • Anzu 5e
  • Anzu Pathfinder
Anzu: The Storm-Lion of the Skies – Divine Tempest and Legendary Predator
Create

Zu, or Anzu in Persian and Sumerian, is a lesser divinity of Akkadian mythology, and the son of the bird goddess Siris. Both Zu and Siris are seen as massive birds who can breathe fire and water, although Zu is alternately seen as a lion-headed eagle (cf: The Griffin).

The Anzu was a servant of the chief sky god Enlil, (possibly previously a symbol of Anu), from whom Anzu stole the Tablet of Destinies, so hoping to determine the fate of all things. In one version of the legend, the gods sent Lugalbanda to retrieve the tablets, who in turn, killed Anzu. In another, Ea and Belet-Ili conceived Ninurta for the purpose of retrieving the tablets. In a third legend, found in The Hymn of Ashurbanipal, Marduk is said to have killed Anzu.

Roleplaying

Creatures with the body of a four-winged eagle, its rigid feathers greasy and dripping black oil. Their head is that of a fiendish lion, from whose toothy mouth seethes green mist. These favored of Pazuzu constantly seek to steal powerful magical items. Though intelligent, they often serve as mounts for demons and powerful mortals in return for magical items.

D&D 5E Epic Monsters: Anzû

Anzu, Ninurta with his thunderbolts pursues Anzû stealing the Tablet of Destinies from Enlil's sanctuary (Austen Henry Layard Monuments of Nineveh, 2nd Series, 1853)
Ninurta with his thunderbolts pursues Anzû stealing the Tablet of Destinies from Enlil’s sanctuary (Austen Henry Layard Monuments of Nineveh, 2nd Series, 1853)

D&D 5E – Epic Monsters: Anzû | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Also known as dZû (‘bird’) and Imdugud (‘wind’), who exactly Anzû is depends on what culture you’re talking about. In the oldest iteration he was a form of Abu, a god that was himself an amalgamation of Ninurta and Ningursu—entities all about thunderstorms.

Originally this Anzû was depicted as an enormous, black, eagle-shaped thundercloud but later on gets a lion’s head to cement the association with thunder (or sometimes goats!) Later on down the line you’ve got Sumerians and Akkadians personifying Anzû as the southern wind, a half-man and half-bird demon that steals the Tablet of Destinies from Enlil getting all the gods riled up, so much so that he’s killed for it. The Babylonians saddle Anzû with the ever popular godly-parental-mutilation story you might remember from Uranus and Cronus, or Osiris and Set.

Anzû
Huge celestial, neutral
Armor Class 18 (natural armor)
Hit Points 230 (20d12+100)
Speed 40 ft., fly 80 ft. (hover)

STRDEXCONINTWISCHA
23 (+6)​21 (+5)​20 (+5)​18 (+4)​19 (+4)​20 (+5)​

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.
Challenge 15 (13,000 XP)

Innate Spellcasting. Anzû’s 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:
Constant: tongues

At will: detect evil and good, detect magic, fog cloud, gust of wind, thunderwave

3/day each: lightning bolt, shatter

1/day each: conjure elemental (air elemental only), control weather

Magic Resistance. Anzû has advantage on saving throws against magical effects and spells.

Shapechanger. Anzû can use his action to polymorph into a humanoid he has seen, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.

Tornado Aura. Ranged weapon attacks against Anzû have disadvantage. A creature can negate this trait for a single ranged weapon attack made immediately after using a bonus cation to aim.

ACTIONS
Multiattack. Anzû makes two claw attacks, two talon attacks, and one bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) magical piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) magical slashing damage.

Talon. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) magical slashing damage.

Create Whirlwind. A 15-foot-radius, 50-foot-tall cylinder of swirling air magically forms on a point Anzû can see within 200 feet of him. The whirlwind lasts until Anzû ends it on his turn or makes a new whirlwind. Any creature but Anzû that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. Anzû 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 Anzû 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.

Tempest (Recharge 5-6). Each creature within 15 feet of Anzû 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’t flung away or knocked prone.

Anzu: The Storm-Lion of the Skies – Divine Tempest and Legendary Predator
Create

Huge monstrosity (elemental), chaotic neutral


Armor Class 19 (natural armor)
Hit Points 367 (21d12 + 231)
Speed 40 ft., fly 90 ft. (hover)

STRDEXCONINTWISCHA
26 (+8)18 (+4)25 (+7)16 (+3)20 (+5)19 (+4)

Saving Throws Dex +9, Con +12, Wis +10, Cha +9
Skills Arcana +8, Perception +15, Intimidation +9
Damage Resistances lightning, thunder, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 25
Languages Auran, Celestial, Draconic
Challenge 20 (25,000 XP) Proficiency Bonus +5


Storm Sovereign.

While flying under stormy skies, the Anzu has advantage on attack rolls, and ranged attacks against it have disadvantage.

Divine Defiance (Recharge 5–6).

When targeted by a spell, the Anzu harnesses divine storm-energy to resist or retaliate. Roll a d6:

  • 1–3: The spell has no effect on the Anzu.
  • 4–5: The Anzu absorbs the spell’s power, regaining 20 hit points.
  • 6: The spell is reflected back at its caster, using the Anzu’s spell save DC (18).

Innate Spellcasting.

The Anzu’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit). It requires no components.

  • At will: gust of wind, thunderwave, detect magic
  • 3/day each: call lightning, lightning bolt, counterspell, control weather
  • 1/day each: storm of vengeance, chain lightning, earthquake

Actions

Multiattack.

The Anzu makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 28 (4d10 + 8) piercing damage plus 9 (2d8) thunder damage.
If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.

Hit: 21 (3d8 + 8) slashing damage. If both claw attacks hit one creature in a turn, that target must succeed on a DC 20 Strength saving throw or be grappled (escape DC 20) and restrained.

Lion’s Roar (Recharge 5–6).

The Anzu unleashes a divine roar of storm and fury.
Each creature of its choice within 60 feet must make a DC 18 Constitution saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much on success.
A creature that fails the save is also stunned until the end of its next turn and deafened for 1 minute. The roar extinguishes flames and shatters brittle objects in its area.


Reactions

Wing Buffet (Recharge 4–6).

When a creature moves within 10 feet of the Anzu, it beats its mighty wings. Each creature of its choice in a 15-foot radius must make a DC 20 Strength saving throw or be pushed 20 feet and knocked prone.


Legendary Actions

The Anzu can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Detect. The Anzu makes a Wisdom (Perception) check.
  • Storm Bolt. The Anzu hurls a bolt of lightning at a target within 120 feet. Ranged Spell Attack: +10 to hit, Hit: 22 (4d10) lightning damage.
  • Gale Wing (Costs 2 Actions). The Anzu beats its wings, creating hurricane-force winds in a 30-foot cone. Each creature in the area must succeed on a DC 18 Strength saving throw or be pushed 30 feet and knocked prone.
  • Thunder Dive (Costs 3 Actions). The Anzu soars up to 60 feet, then crashes down in a surge of storm energy. Each creature within 20 feet must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage and being knocked prone on a failure, or half as much on success.

Tactics & Combat Style

An Anzu begins combat by darkening the skies with control weather, empowering itself under its Storm Sovereign trait. It strikes from above, rending foes with Bite and Claws before unleashing its Lion’s Roar to scatter and stun enemies. Against spellcasters, it provokes attacks to trigger Divine Defiance, feeding on their power. When bloodied, it retreats into the clouds, then returns in a devastating Thunder Dive to finish the fight.


Lore

Born from the first clash of thunder and flame, the Anzu are storm-spirits given flesh and pride. Their leonine faces symbolize dominion, their wings command the tempests, and their roars echo across the heavens. To mortals, their coming is both omen and judgment—a living tempest that answers only to itself. Even the gods tread carefully when thunder speaks with the voice of a lion.

Anzu: The Storm-Lion of the Skies – Divine Tempest and Legendary Predator
Create

CR 18
XP 153,600
CE Huge Outsider (air, chaotic, extraplanar)


Init +9; Senses darkvision 120 ft., low-light vision, true seeing; Perception +32


DEFENSE

AC 34, touch 15, flat-footed 29 (+5 Dex, +19 natural)
hp 330 (20d10+220)
Fort +21, Ref +17, Will +18
DR 15/lawful; Immune electricity, poison; Resist cold 10, fire 10; SR 29
Weaknesses vulnerable to sonic


OFFENSE

Speed 40 ft., fly 100 ft. (perfect)
Melee bite +30 (3d8+10/19–20 plus 2d8 electricity), 2 claws +30 (2d8+10 plus grab), gore +28 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks lion’s roar (DC 26), storm fury, thunder dive, trample (2d10+15, DC 29)

Spell-Like Abilities (CL 18th; concentration +22)

  • Constantair walk, detect magic, true seeing
  • At willcall lightning storm (DC 21), control winds, gust of wind (DC 18), lightning bolt (DC 20)
  • 3/daychain lightning (DC 22), greater dispel magic, whirlwind (DC 24)
  • 1/daycontrol weather, storm of vengeance (DC 26)

STATISTICS

Str 30, Dex 20, Con 25, Int 16, Wis 22, Cha 18
Base Atk +20; CMB +35; CMD 50 (can’t be tripped)
Feats Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Stunning Critical
Skills Fly +25, Intimidate +27, Knowledge (planes) +25, Knowledge (religion) +25, Perception +32, Sense Motive +27, Survival +28
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.


ECOLOGY

Environment any stormy sky or mountaintop
Organization solitary or pride (2–5)
Treasure double (storm-forged relics, sky-crystals, divine trinkets)


SPECIAL ABILITIES

Divine Defiance (Su)
Once per round as a free action, when targeted by a spell, an Anzu may attempt to absorb its power. Roll 1d6:
1–3: The spell has no effect.
4–5: The Anzu regains 20 hit points.
6: The spell is reflected back at its caster as spell turning.


Lion’s Roar (Su)
Once every 1d4 rounds, the Anzu releases a roar infused with divine thunder. Creatures within 60 feet must succeed at a DC 26 Fortitude save or take 12d8 sonic damage, be stunned for 1 round, and deafened for 1 minute. On a successful save, a creature takes half damage and avoids other effects. This is a sonic and mind-affecting effect; the save is Constitution-based.


Storm Fury (Su)
When flying beneath stormy skies, the Anzu gains a +4 morale bonus on attack rolls, AC, and Reflex saves. Its natural attacks deal an additional 2d8 electricity damage.


Storm Step (Su)
As a swift action, the Anzu may teleport up to 60 feet to a space of open air, leaving behind a burst of thunder. All creatures within 10 feet of its origin point take 4d6 sonic damage (Reflex DC 25 half). The save DC is Constitution-based.


Thunder Dive (Su)
As a full-round action, the Anzu can dive up to 200 feet, crashing in a thunderous explosion. Creatures within 30 feet must succeed at a DC 28 Reflex save or take 10d10 electricity damage and be knocked prone; on a successful save, they take half damage. The Anzu may immediately take flight again as a free action.


TACTICS

Before Combat
The Anzu summons storm clouds with control weather or whirlwind, enhancing its Storm Fury.

During Combat
It begins combat with Lion’s Roar and ranged lightning attacks, swooping in for devastating Thunder Dives. It provokes spell attacks intentionally to fuel Divine Defiance, and constantly shifts position using Storm Step to stay unpredictable.

Morale
An Anzu fights until reduced below 50 hp, then retreats into the clouds, its laughter echoing with thunder before vanishing into the storm.


DESCRIPTION

Anzu are leonine sky spirits born from the meeting of thunder and divinity. With manes of lightning and wings vast enough to blot out the sun, they rule the storm-swept heavens as predators and prophets alike. Each roar cracks the firmament, each flight heralds divine upheaval. Mortals who glimpse their golden eyes in the clouds speak of awe and terror—signs that the storm itself has taken form.
Some scholars whisper that Anzu guard the paths between mortal skies and the realms of the gods, punishing those who would seize divine power for themselves.

See Also Demon Prince Pazuzu

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