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The Infiltrator - AI-generated fantasy Monster

The Infiltrator

The creature once served as a musician and spy in the court of Castle Karakhan. When the castle's ruler sought forbidden power, the satyr offered a ritual hidden inside a masque. The ritual opened a passage for a demon lord, but the demon lord twisted the bargain and transformed its accomplice into the Infiltrator. He now maintains the haunting, manipulates surviving nobles, and prepares the castle gardens as a permanent gateway to the Abyss.

LargeFey(Fey)CR DeadlyChaotic evil

The Infiltrator

satyrfiendish feyinfiltratorlegendary creaturesummonergothic horrorcastle villaincursed gardenboss monster
HP420AC+16SPD50 ft.CR25 (75,000 XP)DeceptionInsightPerceptionPerformanceStealth
STR
30
DEX
24
save
CON
26
save
INT
20
WIS
24
save
CHA
26
save
Magic Resistance. The Infiltrator has advantage on saving throws against spells and other magical effects.
Legendary Resistance. If the Infiltrator fails a saving throw, he can choose to succeed instead. He can use this trait three times per day.
Feystride. The Infiltrator can move through nonmagical plants without expending extra movement. Magical plants do not impede him unless created by a creature of challenge rating 25 or higher.
Voice of the Masque. The Infiltrator can communicate telepathically with any creature within 120 feet that understands a language. He can use this telepathy to project whispers, music, and false voices through the garden.
Harvest of Dread. When a creature within 60 feet of the Infiltrator fails a saving throw against being charmed or frightened, the Infiltrator gains 10 temporary hit points.
Master of the Cursed Garden. The Infiltrator does not provoke opportunity attacks when he moves through difficult terrain created by plants, thorns, or magical growth.
Multiattack. The satyr makes three attacks, using Bloodthorn Glaive twice and Infernal Hoof once, or it uses Bloodthorn Glaive and casts one spell of 3rd level or lower.
Bloodthorn Glaive. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 21 () slashing damage plus 13 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or become marked by blood-red vines until the end of the satyr's next turn. A marked creature has its speed reduced by 20 feet and cannot regain hit points.
Infernal Hoof. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage plus 9 () fire damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.
Blackthorn Exhalation. The satyr exhales a storm of black rose petals and burning sparks in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 45 () fire and necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the end of its next turn.
Masque of the Burning Garden. The satyr chooses up to three creatures it can see within 120 feet. Each target must succeed on a Wisdom saving throw or be charmed by the satyr for 1 minute. While charmed, a creature is incapacitated by visions of a beautiful, burning garden. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. The effect ends immediately if the satyr damages the creature.
Petals of Evasion. When the Infiltrator is hit by an attack, he reduces the damage by 20 and teleports up to 20 feet to an unoccupied space he can see. The attacker must then succeed on a Wisdom saving throw or become frightened until the end of its next turn.
Thornstep. The Infiltrator moves up to half his speed without provoking opportunity attacks.
Hoof Strike. The Infiltrator makes one Infernal Hoof attack.
Commanding Whisper (Costs 2 Actions). One creature the Infiltrator can see within 60 feet must succeed on a Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the creature must use its reaction to make one weapon attack against a target chosen by the Infiltrator.
Infernal Flourish (Costs 3 Actions). The Infiltrator uses Blackthorn Exhalation if available. If it is unavailable, he makes one Bloodthorn Glaive attack and one Infernal Hoof attack.
Cantrips
Minor IllusionIllusion The Infiltrator can cast this spell at will, without material components.
ThaumaturgyTransmutation The Infiltrator can cast this spell at will, without material components.
Vicious MockeryEnchantment The Infiltrator can cast this spell at will, without material components.
1st level
Disguise SelfIllusion The Infiltrator can cast these spells at will, without material components.
Dissonant WhispersEnchantment The Infiltrator can cast these spells at will, without material components.
2nd level
Misty StepConjuration The Infiltrator can cast these spells at will, without material components.
SuggestionEnchantment The Infiltrator can cast these spells at will, without material components.
3rd level
FearIllusion The Infiltrator can cast each of these spells once per day, without material components.
Major ImageIllusion The Infiltrator can cast each of these spells once per day, without material components.
4th level
Greater InvisibilityIllusion The Infiltrator can cast each of these spells once per day, without material components.
5th level
Dominate PersonEnchantment The Infiltrator can cast each of these spells once per day, without material components.
6th level
Mass SuggestionEnchantment The Infiltrator can cast each of these spells once per day, without material components.
7th level
Project ImageIllusion The Infiltrator can cast this spell once per day, without material components.
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