Incorporeal Movement (True Form Only). The animator can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility (True Form Only). The animator is invisible.
False Appearance (Object Form Only). While the animator remains motionless and isn't flying, it is indistinguishable from a normal object of the type it is currently possessing.
Multiattack (Object Form Only). The animator makes two slam attacks.
Slam (Object Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: If the possessed object is a weapon or similar to an actual weapon (for example, a table leg is similar to a club), it deals an amount and type of damage appropriate to the weapon using the animator's Dexterity modifier. Otherwise, it deals 4 (1d4 + 2) bludgeoning damage.
Possess Object (Recharge 6). The animator disappears into a nonmagical object it can see within 5 feet of it, which gains a number of temporary hit points equal to the animator's hit point maximum. The object must be Medium or smaller. The animator now controls the object and can't be targeted by any attack, spell, or other effect, except ones that turn undead.
While possessing the object, the animator retains its creature type, alignment, hit points, movement speeds, ability scores, proficiencies, senses, telepathy, and immunity to poison damage, exhaustion, and being charmed, frightened, paralyzed, petrified, and poisoned. It also gains immunity to psychic damage and being blinded and deafened, and its AC becomes 17.
The possession lasts until the temporary hit points are lost (at which point the object shatters), the animator ends it as a bonus action, or the animator is forced out by an effect like the dispel evil and good spell. When the possession ends, the animator reappears in an unoccupied space within 5 feet of the object or its shattered remains.
Description
Animators are malevolent spirits capable of inhabiting objects and causing them to move about as if wielded by unseen hands. They feed on negative emotions but are curiously sentimental, and the combination of these two traits leads them to infuse objects to which other creatures have unhealthy attachments.
An animator might inhabit the engagement ring of a man who was left at the altar, feeding off his heartbreak and inability to realize that wearing the ring no longer signifies anything. Alternatively, an animator could bind itself to a murder weapon, tormenting the grieving family with midnight visits. Even something as mundane as a hand mirror could attract an animator if the person using it were vain enough. Animators will attempt to scare off anything that could threaten their victims, but this protection is entirely selfish: the animator is only safeguarding its food source, and it will flee the minute it suspects its own existence might be at risk.
An animator deprived of an object to inhabit is a moody and malicious entity, invisible and incorporeal but prone to tantrums that can make its presence felt regardless. Because an animator has no form, even beings that can see invisible creatures (as with the see invisibility spell or truesight) perceive only a vaguely defined mist when looking in its direction.
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