Tiny Beast, Unaligned
Armor Class 14 (Mage Armor)
Hit Points 30 (12d6 - 12)
Speed 20 ft.
STR
2 (-4)
DEX
12 (+1)
CON
9 (-1)
INT
18 (+4)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5, INT +8
Skills Arcana +8, Investigation +8, Perception +6
Senses Darkvision 30 ft., Passive Perception 16
Languages Common, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Keen Smell. Zehinyr has advantage on Wisdom (Perception) checks that rely on smell.

Control Revenant. Zehinyr can control his revenant at will. While controlling his revenant, Zehinyr cannot act on his own and must maintain concentration. If he loses concentration or willing stops controlling his revenant, he cannot resume control until his next turn. Revenants under Zehinyr's control do not rot or show signs of bodily decay, but are considered undead when affected by spells, items, etc. They may rest to restore spell slots and abilities, but their hit points are not restored and they cannot use hit die to restore hit points during a short rest (instead, Zehinyr can restore their hit points during a rest using his Repair Revenant action).

Resilience of the Grave. While controlling an intact revenant, Zehinyr is protected by necromantic energy, preventing damage from external sources and physical conditions such as poisoned. Mental effects, such as charmed, can still affect him.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Revenant Puppet. Range 5 ft. As an action, Zehinyr may raise a recently deceased corpse (1 week since death) as his revenant. The revenant has all of the abilities and statistics it had at the time of death, but no memory or will of its own. When he raises a revenant, Zehinyr learns all of its capabilities and can access knowledge the revenant has, but not memories, and immediately takes control of it. Zehinyr can only have a single revenant at a time, destroying his previous revenant when he raises a new one. If the revenant falls to 0 hit points, it cannot be controlled again until it has more than 0 hit points. The revenant's power is directly dependent on Zehinyr's necromantic strength, scaling them up or down to his ability level.

Repair Revenant. Range 30 ft. As an action, Zehinyr may heal his revenant for 1d8 + 4 hit points. This action cannot be performed while Zehinyr is concentrating on controlling a revenant.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2020 11:13:34 PM
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Coming Soon

Monster Tags: Misc Creature

Habitat: SwampUrban

caerlocc

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