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.
Mending. If any grappled target of the amalgam revenant dies, the revenant regains instantly 20 hit points while the corpse fuses with its body.
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 previous hit points. If the new corpse is near other corpses, these bodys melt into one new amalgam, gaining 20 hit points for each corpse added. While the soul is bodiless, a Dispel Evil and Good spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. The amalgam revenant is immune to effects that turn undead.
Immutable Form. The amalgam revenant is immune to any spell or effect that would alter its form.
Magic Weapons. The amalgam revenant's weapon attacks are magical.
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.
Multiattack. The revenant makes up to three melee attacks.
Fist. Melee Weapon Attack: +7 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) necrotic damage. Instead of dealing extra damage, the revenant can grapple the target (escape DC 16) provided the target is Large or smaller. Until the grapple ends, the target is suffocating. The revenant can have up to two targets Grappled in this way at a time.
Spine Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 4) slashing damage. If the attack hits, the target must make a DC 15 Consitution saving throw. On a failure, the target takes an extra 14 (4d6) poison damage and is poisoned. If the target succeeds, it only gets half the posion damage.
Haunting Glare (Recharge 5–6). The eyes of the all of the amalgams head flare in an orange glow, and the rotted main head unleashes a maddened shriek. Each creature of the Amalgam's choice within a 30-foot radius that the Amalgam can see 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. A target once paralysed in this way counts as sworn enemy of the revenant. When the paralysis ends or when the target succeeds in the saving throw, the target is frightened of the revenant 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 revenant, ending the frightened condition on itself on a success.
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