Spellcasting. Annamagus is a 17th-level spellcaster. her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). she has the following druid spells prepared:
Cantrips (at will): druidcraft, infestation, primal savagery
1st level (4 slots): detect poison and disease, longstrider, speak with animals, jump, beast bond, snare
2nd level (3 slots): animal messenger, beast sense, [Tooltip Not Found], locate animals or plants, pass without trace, protection from poison
3rd level (3 slots):conjure animals, feign death, water breathing
4th level (3 slots):conjure woodland beings, dominate beast, giant insect
5th level (2 slots):insect plague
6th level (1 slots):conjure fay, find the path
7th level (1 slots):regenerate
8th level (1 slots):animal shapes
9th level (1 slots):shape change
Wild shape
you can use bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
mystic beast shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into mystic a beast whose CR is equal to half your level
Quarterstaff. Melee Weapon Attack: +8 to hit reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
Natural Weapons: +9 to hit deals 1d6 bludgeoning, piercing, or slashing damage, plus 9 to hit
Description
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Alert feat,
Moonswaddled Armor
Armor (any light armor), rare
This comfortable set of armor grants additional respite when worn at night. You gain a +1 bonus to AC while wearing this armor between sunset and sunrise, and when you would normally roll one or more hit dice to restore hit points when taking a short rest at night, you instead use the highest number possible for each die.
Circlet of the Huntsman's Third Eye
Wondrous item, very rare (requires attunement)
This metallic barbed circlet features a grotesque, yet ornate, severed eye hanging from its center. The eye rests on the forehead of the creature wearing it. While attuned to the circlet and wearing it, you can call upon the sharpened instincts of the eye's original owner, granting you advantage on Wisdom (Survival) checks.
The circlet holds 5 charges and regains all expended charges each day at dawn. You can expend 1 of its charges as a bonus action to cast hunter's mark on a creature within the spell's range. You make Constitution saving throws to maintain concentration on hunter's mark cast in this way with advantage. In addition, you can expend 1 charge as a bonus action on another turn or as a second charge when you cast hunter's mark in this way to gain truesight out to 120 feet for 1 minute.
Curse. Attuning to the circlet curses you until you are targeted by the remove curse spell or similar magic: removing the circlet fails to end the curse. While cursed, whenever you roll a 1 on an attack roll or ability check, you take 1d6 psychic damage as the eye's intense frustration stabs into your mind.
twin serpent staff, as an action you can cast poison spray, dc 16.
life transfer as an action you can make the two snake heads of this staff bite down on two creatures. the creature with the least missing hit points takes 3d8 necrotic damage. the other creature heals the amount of damage dealt +4, any poisons or diseases are transferred as well
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