Large Undead, Chaotic Evil
Armor Class 19 (leather armor)
Hit Points 3 (25d8 + 64)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +8, CON +8, WIS +7, CHA +8
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 16
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Regeneration. The revenant regains 10 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.

Unholy Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. When the soul does this, it knits several bodies together to make its final form. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Resounding Enmity: Those targeted by the Chaperone Revenant promise of vengeance will always recognize the creature for what it is even if it is displaced for others by an illusion. The Chaperone Revenant can also not be fooled by illusion magic or disguises when the target of its vengeance is concerned.


Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Innate Spellcasting. The lamia’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components.

At will: disguise self (any humanoid form), major image

3/day each: charm person, mirror image, scrying, suggestion

1/day: geas

Actions

Multiattack. The revenant makes a vengeful claw and a Dagger attack, or a Vengeful Claw and an Paralyzing Touch.

Vengeful Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vow of Emnity. The revenant targets any number of creatures it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightenedof the revenant for 1 minute. The frightenedtarget can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightenedcondition on itself on a success.

Paralyzing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 minute. Until the curse ends, the

Bonus Actions

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Reactions

Vicious Defender: if their charge would be attacked, and they are within 40ft, they can use a burst of movement (limit 20ft) without provoking opportunities attacks or can move efficiently while provoking opportunity attacks in a longer burst (40ft) to make an attack on the creature targeting their charge.

Legendary Actions

Graz'zt's Phantasmal Forces: 3 times per day, can target any creature that can see you. Effects all creatures targeted in this way with the same illusion.

Duration: Concentration, up to 1 hour
Range: 120 feet Casting Time: 1 minute

{Due to Reveneant's Oath, this spell can stop any of the Vow'ed from being deceived}

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell can be willfully ignored DC half the spell safe after succeeding against the initial investigation check.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion

Description

"Life's but a walking shadow, a poor player,

That struts and frets his hour upon the stage,
And then is heard no more. It is a tale
Told by an idiot, full of sound and fury,
Signifying nothing." _mcbeth, tomorrow, and tomorrow, and tomorrow
"Let us find purpose in death as we have been denied in life" -Lamia Last Words

The Chaperone Revenant is made of the bodies of the fallen that were bound to the Demon Prince Graz'zt. As his chosen lovers and bodyguards, they are incredibly dexterous and quick with their powerful words and lithe bodies. Being originally born on the Material Plane as woman and cats that were combined in the mad intentions of their Demon Prince, they and their souls can never return to him in the abyss. Thus they are forced to seek vengeance against those that separated him from them.

As a result these Undead Lamia Chaperone Souls claw their way back into the world to seek revenge against the one who killed them. The Chaperone Revenant reclaims its mortal body and superficially resembles a zombie centaur. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another series of humanoid corpses, using as many as it needs to regain its size and form. Typically this process takes 3-5 standard humanoid bodies. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.

The natural armor of the creature is made from the assembled bits of armor from all the humanoid hosts, and the limb strength is the combined total of these bodies and armor. Over the course of the 24 hour period that the soul attempts to knit itself back together, it can be slowed if its body segments are kept separate. This will at most cause the time to reassemble to be longer as the soul seeks out and pulls together a new series of bodies.

Lair and Lair Actions

Desecrating Presence: Unholy energy spreads outwards from any area the creature occupies for more than an 10 minutes on the ground to fill up to a 15-foot-radius circle for the duration. The energy spreads around corners. For the duration, an undead creature within the circle has advantage on Wisdom saving throws and skill checks. Additionally, if they begin their turn in the circle, they gain 2d6 temporary hit points. Creatures of your choosing suffer disadvantage on Wisdom saving throws and skill checks while inside the area. When the spell ends, the area is tainted by unholy energy and becomes desecrated ground. If the area contains an altar, shrine, or other permanent fixture devoted to a deity, pantheon, or higher power with ideals vastly different from those represented by the holy symbol used in the casting, it is destroyed. The effects of Desecrating Presence fade after the creature has been absent in the area for 1 hour. 

Previous Versions

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6/5/2024 6:18:13 PM
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