Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
| INT | 18 | +4 | +7 |
| WIS | 12 | +1 | +4 |
| CHA | 12 | +1 | +1 |
Mythallar Rebirth. If damage reduces the zombie to 0 Hit Points, roll a d6 and take the effect from below:
Multi-attack The revenant uses Vengeful Glare and makes two Slam attacks or casts a Spell. Slam. Melee Attack Roll: 1d20+7 , reach 5 ft. 2d6+4 Necrotic damage. Vengeful Glare. Wisdom Saving Throw: DC 15, one creature the revenant can see within 30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration. Sorcerous Burst. 1d20+7 , on hit 2d8 Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder damage. If Magical Feedback is active it also does 1d10 Force damage. Spellcasting. The revenant mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic, disguise self, mage armor, minor illusion 3/day each: bane, magic missile (level 3), scorching ray 2/day each: bestow curse, dispel magic, fly, lightning bolt, banishment, blight 1/day each: cloudkill
Vow of Revenge (1/Day). The revenant curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature. Magical Feedback. 15 ft. Cube centered on the zombie, all creatures must make a Dexterity Saving Throw, on success they take no damage, on failure they take 1d10 Force damage. If any other creatures with the Magical Feedback trait are affected and if they have a charge as well they trigger another instance of this attack, if they don't have a charge then they gain one.
Magical Feedback. When damaged by magic it can use its Reaction to absorb half the damage and enable the Magical Feedback features. 3/day: shield - raises AC by 5 2/day: counterspell - Level 3 and lower spells fail. If higher the DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.