Infinite Animarum Leader

The Griffon's Saddlebag: Book Two p. 388 (Third Party)

Size
Medium
Type
humanoid (any)
Alignment
chaotic evil
AC
14 (studded leather armor)
Hit Points
99 (18d8+18)
Speed
walk 30 ft.
Saving Throws
Wis +5, Cha +7
Skills
Deception +10, Investigation +5, Persuasion +7
Passive Perception
12
Languages
Common, Infernal
Challenge
5
STR
9
−1
DEX
14
+2
CON
13
+1
INT
15
+2
WIS
14
+2
CHA
18
+4

Traits

Proficiency Bonus

+3

Eldritch Heads (3/Day)

When the leader hits a creature with an attack, the leader can cause the target to take an extra 9 (2d8) psychic damage. Alternatively, as a bonus action, the leader can regain 9 (2d8) hit points. While the leader has at least one use of this trait remaining, it can't be surprised and creatures with the Pack Tactics trait gain no benefit from that trait against the leader.

recharge

3/DAY

Innate Spellcasting

The leader's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

  • At will: detect magic, disguise self
  • 1/day: compulsion, confusion

Spellcasting

The leader is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15,+7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

  • Cantrips (at will): Eldritch blast, mage hand, minor illusion
  • 1st-5th level (3 5th-level slots): arcane eye, charm person, entangle, enthrall, fear, hypnotic pattern, mirror image, mislead, scorching ray, scrying, suggestions

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.

Spells

Eldritch Blast, Mage Hand, Minor Illusion, Arcane Eye, Charm Person, Entangle, Enthrall, Fear, Hypnotic Pattern, Mirror Image, Mislead, Scorching Ray, Scrying, Suggestions, Detect Magic, Disguise Self, Compulsion, Confusion

Spell Slots

0,0,0,0,0,3

Other data

description

The collective members of the Animarim are eccentric in their own right, but their Leaders tend to earn their rank by amplifying their personal quirks and whims. In this manner, they spread their unique brand of chaos and attract like-minded recruits. From their personalized hideouts, they direct the everyday actions of the Animarum members and relay messages to the Maestro.