Self-cursed being. Cold Reviver have no need for food, drink, or sleep, and can breathe any gas safely.
Necklaces of Hope. The material components of the Cold Reviver's spells are integrated into necklaces tied around its neck.
Spellcasting. Cold Reviver is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): dancing lights, chill touch, spare the dying
1st level (4 slots): absorb elements, false life, detect poison and disease
2nd level (3 slots): warding wind, locate object
Multiattack. Cold Reviver can make up to three Quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Illusory Self. (2/Day) As a reaction, Cold Reviver can create an identical illusion of itself when targeted with an attack and move 5 feet in any direction. The triggering attack automatically fails and all other attacks targeting Cold Reviver are done with disadvantage until the end of the attacking creature's turn.
Guard Knowledge. Recharge 4-6. If an enemy would approach the subject or materials used by the Cold Reviver while in its line of sight, the Cold Reviver can make a grasping motion with two of its hands, removing the target's ability to transport itself. The target must make an intelligence saving throw (DC 17) or have its speed reduced to 0ft until the end of its next turn.
Description
Forgotten and hidden away, a Cold Reviver is known only to those old enough to remember their lives or unknowingly stumble upon them. They toil endlessly in the art of necromancy, foregoing anything originating beyond the world they inhabit in the search to find whatever they were looking for in life. Unlike a lich, a Cold Reviver is indifferent to or possibly even dislikes a nearly eternal existence.
Oftentimes a Cold Reviver will wear the funeral garb or similar clothes of the society they were once a part of, including death masks and other similar objects. Though always retaining the same number of legs, a Cold Reviver will have more arms or other bodyparts than what they had in life.
Lair and Lair Actions
A Cold Reviver will hide itself far away from any other sentient creature in order to avoid being disturbed, often resulting in them being in only the very oldest and remote ruins of civilization. A hoard of magical resources and references pertaining to the creature's research can be found there. When live subjects are necessary, a Cold Reviver will either use the things that stumble upon it or use itself as the target.
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