Grand Maestro X-39
Sangrimm
16
Urban
Genia amorta Medium Aberration (Jinn) Neutral Evil
Artist: Beto Lima & Tien Thang
1 Heliana’s Field Notes - Loot Tavern
Artist: Daisy ‘Tea’ Dunlop
2
Artist: Beto Lima
Heliana’s Field Notes - Loot Tavern
Grand Maestro Sangrimm
Medium Fey (Jinn), Neutral Evil
AC 16 Initiative +0 (10) STR DEX CON INT WIS CHA
HP 119 (14d8 + 56) Perception +3 (13) Score 10 11 18 14 17 21
Speed 40 ft. Mod (Save) +0 +0 +4 (+9) +2 +3 (+8) +5 (+10)
Skills Deception +10, Insight +8, Performance +15,
Persuasion +10 Spellcasting
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened Ability: Charisma DC: 18 Modifier: +10
Senses Darkvision 120 ft. Sangrimm is an innate spellcaster and doesn’t require
Languages Common, Jinn; telepathy 120 ft. Material components.
CR 16 (XP 15,000) PB +5
At Will: BlessC, BaneC
Traits 5/Day: Death Ward, Enhance Ability, FlyC, Freedom of Move-
ment, HasteC, PolymorphC, Regenerate, True Seeing
Dealmaker. When Sangrimm casts a spell other than *See Appendix B; bold indicates combat spells, C indicates Concentration
one he can cast at will, he must target a willing creature
other than himself. As part of the casting, the target
loses a number of months of its lifespan equal to the
Actions
spell’s level, and Sangrimm’s lifespan increases by the Multiattack. Sangrimm makes one Leeching Claw
same amount. attack and two Sanguine Swarm attacks.
Legendary Resistance (3/Day). If Sangrimm fails a saving Leeching Claw. Melee Weapon Attack: +10, reach 5 ft. Hit:
throw, he can choose to succeed instead. 15 (4d4 + 5) Slashing damage plus 18 (4d8) Necrotic
Metaphysical Manifestation. Sangrimm uses his Cha- damage. Sangrimm regains Hit Points equal to the
risma in place of his Strength or Dexterity for attack Necrotic damage taken.
rolls. On the Imaginal Plane, Sangrimm also does this Sanguine Swarm. Sangrimm launches a bolt of blood-
for ability checks and saving throws that use Strength red life essence. Ranged Spell Attack: +10, range 90 ft.
or Dexterity. Hit: 14 (4d6) Necrotic damage. Hit or Miss: A Swarm of
Overwhelm. If Sangrimm moves 20+ feet in a straight Vitality Bats appears under Sangrimm’s control in a
line, he gains a Fly Speed equal to his Walk Speed space within 5 feet of the target. The swarm takes its
until the end of the turn and can move through the turn immediately after Sangrimm and dissipates at the
spaces of Medium or smaller creatures as if they were start of Sangrimm’s next turn.
Difficult Terrain. A creature whose space Sangrimm
moves through in this way for the first time on a turn is Bonus Actions
subjected to the following effect: Saving Throw: DC 18
Dexterity. Failure: 3 (1d6) Bludgeoning damage, and Vanishing Act. Sangrimm teleports to an unoccupied
the target is knocked Prone. space he can see within 30 feet of himself. Saving Throw:
DC 18 Constitution, each creature within 5 feet of
Sangrimm when he disappears or reappears. Failure: 7
(2d6) Necrotic damage. Success: Half damage.
3 Heliana’s Field Notes - Loot Tavern
Heliana’s Field Notes - Loot Tavern
Sangrimm
Continued from previous page Swarm of Vitality Bats
Small Swarm of Tiny Fey (Jinn), Neutral
Legendary Actions AC 13 Initiative +3 (13)
Legendary Action Uses: 3. Immediately after another crea- HP 2 (1d4) Perception +1 (11)
ture’s turn, Sangrimm can expend a use to take one of the Speed 0 ft., Fly 30 ft.
following actions. Sangrimm regains all expended uses at the
start of each of his turns. STR DEX CON INT WIS CHA
Score 5 16 10 2 12 10
Bloodflame. Sangrimm creates a spike of crimson Mod (Save) -3 +3 +0 -4 +1 +0
necrotic flame from the ground that shoots up at a
creature. Saving Throw: DC 18 Dexterity, one crea- Damage Resistances Bludgeoning, Piercing, Slashing
ture Sangrimm can see within 60 feet. Failure: 9 (2d8) Damage Immunities Necrotic
Necrotic damage, and the target’s Hit Point maximum Condition Immunities Charmed, Frightened, Grappled,
decreases by an amount equal to the damage taken. Paralysed, Petrified, Prone, Restrained, Stunned
Success: Half damage only. Senses Blindsight 60 ft.
Languages None
Ringleader. Sangrimm commands one Swarm of Vitality
CR 1/4 (XP 50) PB +2
Bats he controls within 60 feet. The swarm can move up
to its Speed and make one attack.
Traits
Showmanship. Sangrimm makes a contested Charisma
Life Force. When the swarm is created, it gains 10
(Performance) check against the Wisdom (Insight)
Temporary Hit Points.
check of a creature that isn’t fighting him within 120
feet of him that can see or hear him. If his check total Swarm. The swarm can occupy another creature’s
is higher, the creature jeers distractingly at Sangrimm’s space and vice versa, and the swarm can move
foes. The next attack roll made against Sangrimm be- through any opening large enough for a Tiny bat.
fore the start of his next turn has Disadvantage.
Will of the Master. The swarm is connected to a mas-
ter that controls it. If the swarm’s master is reduced
to 0 Hit Points, the swarm immediately dies in a puff
of smoke.
Actions
Latch On. Melee Weapon Attack: +5, reach 5 ft. Hit: 5
(1d4 + 3) Piercing damage, and the swarm attaches
to the target. While attached, the swarm moves with
the target and can’t be removed unless it chooses to
detach itself by spending 5 feet of movement. The
swarm has Advantage on attack rolls made against a
Artist: Gabriel Vissichelli
creature it’s attached to.
Leech. Melee Weapon Attack: +5, reach 5 ft., one
creature that the swarm is attached to. Hit: 9 (2d8)
Necrotic damage. If the target is a CR 1+ creature, the
swarm’s master gains Temporary Hit Points equal to
the Necrotic damage taken.
4
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