Annie (5e Creature)

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Annie Hastur is copyrighted by Riot Games[edit]

Annie Hastur[edit]

Small humanoid (human), chaotic evil

Armor Class 13
Hit Points 60 (8d6 + 32)
Speed 25 ft.

6 (-2) 12 (+1) 8 (-1) 19 (+4) 12 (+1) 14 (+2)

Saving Throws Intelligence, Charisma
Skills Spell Sniper (feat)
Senses passive Perception 14
Languages — Common, Sylvan, Infernal
Challenge 5 (1800 XP)

Pyromania. Each spell Annie casts gives her 1 Charge. After casting 4 spells, Annie's next offensive spell will stun any creature it hits for 2 turns unless it passes a DC20 Constitution save. There is not a save fro subsequent turns. Only Disintegrate, Incinerate, Molten Shield, and Summon: Tibbers add Charges to Pyromania. In addition only Disintegrate, Incinerate, and Summon: Tibbers will trigger Pyromania. Subsequent castings of Summon: Tibbers will not add Charges to Pyromania unless it is recharged.

When Pyromania is active air dirt and small debris swirls around Annie harmlessly. This does not impede vision nor assist in hiding.

Telepathy. Annie has a Telepathic bond with her bear Tibbers. She can communicate with him across any distance and across any plane so long as Annie remains alive.

Astute flame control Annie has complete control over her flames. She may make her flames entirely miss any creatures of her choice that she can see (or knows their location). This includes all of her spells as well as any flames produced by her bear Tibbers. She can also make the flames miss small or large objects. (Example, she could use her incinerate spell in a room covered in loose paper and only light a candle. Or in reverse she could burn all the documents but leave the candle unlit)

Quickening Annie innately has the ability to cast spells back to back in a limited way. She can spend quickening points to cast an additional spell as a bonus action after she has cast a spell this turn. Cantrips require 1 point. She regains all her quickening points after a long rest. She has 6 quickening points currently

Quickening Recovery Annie can take a short rest to bring back her store of energies. She regains half of her quickening points rounded down. She regains the use of this ability after a long rest.


Cast Spell. Annie can cast any one spell on her turn.

Quicken Spell. Annie can spend Quickening points to cast any spell as a bonus action if she has already cast a spell this turn. The spell must be recharged before it can be quickened.

Disintegrate . Recharge 1d8 (7,8) Throw a flaming ball at a creature in a location Annie can see. Target must make a DC 15 Dexterity saving throw. Target takes full damage on a failed save and half on a success. If the target is knocked unconscious or dies, restore 2 quickening points. In addition it gains Recharge 1d8 (5,6,7,8): Range: 60 ft., one target. Hit: 8 (2d4 + 3) Fire damage. (2 points to Quicken)

Incinerate. Recharge 1d12 (12) Annie pushes her hands in front of her and unleashes a torrent of flame in a 15 foot cone.Target must make a DC 15 Dexterity saving throw. Target takes full damage on a failed save and half on a success.: 15 foot cone Area of Effect. Hit: 9 (2d8) Fire damage. (3 points to Quicken)

Molten Shield. All damage is reduced by 2(1d4). In addition, If the attack is a basic attack or a cantrip, the attacker takes 2(1d4) fire damage. (Basic defined as using an action to attack. Bonus actions and attacks of opportunity do not trigger molten shield. Nor does other special attacks as with Fighters Superiority Dice. Rule of thumb if the melee attack isn't something any level 1 character can do, it doesn't trigger Molten shields damage. A monks unarmed strike triggers Molten Shield. Cantrips always trigger no matter how they are acquired.) Recharge 1d4(4) (recharge starts after previous cast ends) .: Duration: 4 turns. Range: Self (1 Point to Quicken)

Summon: Tibbers. Annie summons her bear Tibbers in a location within 15 feet of her. Tibbers spews forth a flaming wave radiating from the summoning location damaging all enemies with the area of effect. Enemies within 5 feet of Tibbers when summoned must make a DC 15 Dexterity Saving throw. A success takes half damage and a failure takes full damage. 7(2d6) fire damage. If Tibbers is summoned in the location of a creature, it must make a Strength save against Tibbers' Stength Athletics Check. On a failed save, the creature is knocked back 10 feet and knocked prone. On a success Tibbers is knocked back 10 feet. Tibbers remains on the battlefield for 1 minute. Tibbers obeys Annie perfectly. See Tibbers Creature Card. As a bonus action on each of her turns, Annie can teleport Tibbors to any spot within 15 feet of her. This bonus action does not trigger Pyromania, nor does it cause another flame blast unless resummoned. If Tibbers is recharged, it can be cast again. If it is recast, the previous Tibbers disappears and then reappears on the summoning location with full health and all conditions removed. This will trigger Pyromania and the initial flame blast again. Recharge 1d20(20).: Duration: 1 minute, Range 5 foot radius around Tibbers, Area of effect. Hit: 7 (2d6) Fire damage. (6 Points to Quicken)


Quicken-Annie can quicken any of her spells to use as a reaction.


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

Annie Can use any of her Legendary Actions as a reaction to any event.

Flash-Annie can teleport 30 feet in any direction. This can be used as a reaction to any event. If used in reaction to an attack, this attack automatically fails and Annie suffers no effects from attack unless she is still in the area of affect (such as fireball) Annie must perceive the attack in order to dodge it. If an unseen attack hits her she can still use her reaction after, but she still suffers the effects. Recharge 1d4 (4)

Ignite- Range 30 feet. Recharge 1d6 (6) Target creature that Annie can see bursts into flames and takes 3(1d4+1) fire damage for 3 turns. There is no save.


Annie is a pyromaniac. She enjoys lighting fires. It can be a camp fire, a candle, someones manor. It doesn't matter. She travels by herself and regularly moves from village to village. City to City. There is always a rash of mysterious fires in her wake. She generally avoids suspicion because she is just a child. She knows this and plays on peoples emotions until she is ready to act. The source of her power comes from her bloodlines. Her parents were both extremely powerful in the arcane arts. When she was just two years old she wandered into a nearby forest and came across a massive brown bear. Instead of being mauled to death, Annies innate arcane abilities reacted and enchanted the bear. It's body mind and soul became entwined with the teddy bear she happened to be carrying. She quickly learned to control the bear and gave him the name of Tibbers. She regularly summons him just to play with. Annie adores Tibbers and uses him to destroy anything in her way. Tibbers is tied to the teddy bear, but the enchantment is tied to Annie. If Annie dies the enchantment will fade in 1d6 weeks. If someone else were able to acquire Annies Teddy Bear, they could summon Tibbers. This has happened once. A man named Jax learned of Annies capabilities. Horrified that such power was in the hands of a little girl, he stole the teddy bear and tried to use Tibbers against Annie. Jax summoned Tibbers and the last thing he saw was Tibbers massive maw clamping down on his head.

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