Regeneration: At the start of each of the animancer's turns, the animancer gains 10 hit points, provided it has at least 1 hit point. If the animancer is dealt force damage, this trait doesn’t function for 2 rounds of combat.
Limited Magic Immunity: Spells of 3rd level or lower don’t work on the animancer, and automatically have no effect.
Magic Resistance: The animancer has advantage on saving throws against spells and other magical effects.
Magic Weapons: The animancer's weapon attacks are magical.
Multiattack: The animancer makes three attacks, which can be any combination of Arcane Blade and Trebuchet
Arcane Blade: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the animancer scores a critical hit, it rolls damage dice three times, instead of twice.
Trebuchet (summoned temporary object): Ranged Spell Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) force damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the animancer. The object summoned disappears after it hits or after 1 minute, and cant be magical or over 5 pounds.
Teleport: The animancer magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Animate Objects (Recharge 5-6): The animancer chooses 2d8 non-magical objects within 30 feet and animates them, as if by the spell [spell]Animate Objects[\spell].
An animated object acts as an ally of the animancer. It remains for 1 minute, until it or the animancer dies, or until the animancer dismisses it as an action.
Disengage: The animancer can use the Disengage action as a bonus action
Attack (Cost 1 Action): The animancer can make a single Arcane Blade or Trebuchet attack.
Displacement (Cost 2 Actions): The animancer can teleport up to 60 feet to a space it can see. If the space is occupied, the occupying creature is teleported to where the animancer was.
Furniture Barrage (Cost 2 Actions):The Animancer causes a barrage of furniture to fly through a 30-foot cone-shaped area in front of them. Each creature in the area must make a Dexterity saving throw (DC 18) or take 6d8 bludgeoning damage and be knocked prone. If a creature succeeds on the saving throw, it takes half damage and is not knocked prone.
Chaos Blast (Costs 3 Actions): The animancer unleashes a powerful blast of chaotic energy in a 30-foot radius centered on a point within 120 feet of it. Each creature within the area must make a DC 21 Dexterity saving throw, taking 45 (10d8) force damage and 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Additionally, any nonmagical objects within the area that aren't being worn or carried now have the opposite gravitational pull. The animancer can’t use this action 2 rounds in a row.
Animating Aura: When the Animancer dies, its body immediately transforms into a 30-foot aura of animated furniture that attacks nearby creatures. Each creature within the aura must make a DC 20 Dexterity saving throw or take 70 force damage on a failed save, or half as much damage on a successful one.
While the aura is active, it is treated as a separate creature with its own initiative count, and it can make attacks against creatures within its reach (typically 5 feet). The aura has an AC of 18, 200 hit points, and the same resistances, immunities, and vulnerabilities as the Animancer itself. The aura can use the same arcane blade attacks as the Animancer, but it cannot cast spells or use any other abilities.
The aura lasts for 1 minute or until it is destroyed, and it cannot be dispelled or removed by any means. At the end of its duration or if it is destroyed, the aura dissipates and the furniture falls to the ground harmlessly.
While the aura is at or above 150 hit points, it can make four arcane blade attacks. When it drops below 150 hit points, it can only make three. When it drops below 100 hit points, it can only make two. Finally, when it drops below 50 hit points, it can only make one.
Lair and Lair Actions
An animancer customarily lairs in a medieval style castle or laboratory, with plenty of access to objects it can animate. The following things are allowed to happen when an animancer is inside its lair:
At the start of each round, the Animancer unleashes a chaotic burst of magical energy. Roll a d10 to determine which ability it uses. The Animancer cannot use the same ability twice in a row.
1. Closet Summon: The Animancer summons two animated chests of drawers that have 60 hit points and an AC of 16. Each chest of drawers can move up to 30 feet and makes a melee attack that deals 3d8 bludgeoning damage.
2. Blade Rain: The Animancer summons a rain of animated cutlery that deal 5d10 slashing damage to all creatures within a 20-foot radius. Creatures in the area must make a Dexterity saving throw (DC 18) to take half damage.
3. Alchemical Blast: The Animancer summons a vial of volatile alchemical fluid that explodes, dealing 6d6 acid damage to all creatures within a 20-foot radius. Affected creatures must make a Constitution saving throw (DC 18) or be blinded for one round.
4. Tapestry Bind: The Animancer summons a tapestry that entangles a creature, causing it to be restrained and take 2d10 bludgeoning damage per round. The creature can attempt a Strength saving throw (DC 18) at the end of each of its turns to break free.
5. Chair Leg Strike: The Animancer summons a chair leg that transforms into a spear and impales a creature, dealing 5d6 piercing damage. The target must make a Constitution saving throw (DC 18) or take an additional 2d6 bleeding damage at the start of each of its turns until the wound is healed.
6. Inkwell Spray: The Animancer summons an inkwell that explodes, spraying a cloud of ink that causes creatures within a 20-foot radius to be blinded for one round. Affected creatures can make a Dexterity saving throw (DC 18) to avoid the blindness.
7. Cooking Utensil Summon: The Animancer summons a large animated creature made of cooking utensils that has 100 hit points and an AC of 18. The creature can make a melee attack that deals 3d10 bludgeoning damage.
8. Bellows Gust: The Animancer summons a burst of air from a bellows, knocking creatures within a 20-foot cone prone and dealing 5d8 force damage. Creatures in the area can make a Strength saving throw (DC 18) to avoid being knocked prone and take half damage.
9. Torch Strike: The Animancer summons a fiery whip that deals 7d6 fire damage to a creature and causes it to take ongoing fire damage until the end of its next turn. The target can make a Dexterity saving throw (DC 18) to avoid taking the ongoing damage.
10. Stained Glass Shard Blast: The Animancer summons a blast of sharp glass shards that deals 7d8 piercing damage to all creatures within a 20-foot radius. Creatures in the area must make a Dexterity saving throw (DC 18) to take half damage.
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