Medium Undead, Neutral
Armor Class 20 Natural armor
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR
28 (+9)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +13, CON +8, WIS +7, CHA +8
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 18
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Made from Death. The Commander regains 20 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Tethered to the Eternal. When the Commander’s body is destroyed, its soul lingers. After 24 hours, the soul returns to Igbbel where its body is then reconstituted and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. The soul is also destroyed if Igbbel the Eternal is slane.

Turn Immunity. The Commander is immune to effects that turn undead. Undead under the commander's control gain this feature.

Actions

Multiattack. The Commander makes three Dark Blade attacks.

Dark Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a living creature the target takes an extra 22 (5d8) necrotic damage. Instead of dealing extra damage, the revenant can grapple the target (escape DC 18) provided the target is Large or smaller. Huminoid creatures that die from this blade are raised back as undead (Zombie or Skeleton) under the Commanders controle

Death Glare. The commander targets one creature it can see within 30 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target is paralyzed until the Commander deals damage to it, or until the end of the Commander’s next turn. When the paralysis ends, the target is frightened of the Commander for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the Commander, ending the frightened condition on itself on a success.

Bonus Actions

Command. The Commander can make two of it's allies within 30ft of it make an attack.

PrinceOmari

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