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Belltoll Revenant in Dungeons & Dragons 5e

Erevan

Belltoll Revenant CR: 6

Large undead,
Armor Class: 16 (half plate)
Hit Points: 97 ( 13d10+26 )
Speed: 30 ft

STR

14 +2

DEX

16 +3

CON

16 +3

INT

18 +4

WIS

20 +5

CHA

17 +3

Saving Throws: Con +5, Wis +6
Skills: Perception +6, Stealth +7
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, poisoned
Senses: darkvision 120 ft.
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: 3

The Revenant uses Wisdom as spellcasting modifier with spell atk = 1d20+8 and spell Save DC = 14. It knows the following spells:

Spell level Spell Attack/Saving Throw, Range, Concentration Effect(s)
At will Minor Illusion Chill touch Range 120 ft. 2d8 necrotic dmg and target cannot heal until start of your next turn
2/day Darkness Conc 10 min, Range 60ft. AOE, sphere r = 15 ft. Magical darkness
False Life Self + 1d4+9 temp HP
Silence Conc 10 min, range = 120 ft., AOE sphere, r = 20 Immune thunder dmg, no verbal components
1/day Evard's black tentacles Conc 1 min, AOE square, 20 ft., DEX Diff terrain, enter or start, fail = 3d6 bludg dmg
Blight Range = 30 ft., CON Fail = 8d8 necrotic dmg, Suc = 1/2 dmg

Actions

Multiattack The Revenant makes two Doom Bell attacks and one Chains of the Damned.
Doom Bell Mellee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+3 bludgeoning dmg and 2d6 psychic dmg. Target must succeed a DC 14 WIS Save or be Stunned until the end of its next turn.
Chains of the Damned Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: Target is grappled (escape DC 16) and Restrained and takes 3d6 necrotic dmg at the start of each of its turns.
Dolorous Knell (Recharge 5-6) The Revenant rings its bell violently, sending waves of despair in a 60 ft. radius. Each creature must make a DC 14 CHA Save. Fail = 6d6 psychic dmg and target is Frightened for 1 min, Suc = 1/2 dmg. A Frightened creature repeats the save at the end of each of its turns, and a success makes it immune to the Dolorous Knell.

Bonus Actions

Aura of Sorrow. The revenant activates or dispels a shadowy aura of dark energy. While active in a 30 ft. radius around the revenatn, non-undead creatures that enter the aura for the first time on a turn or start their turn there, must make a DC 14 WIS Save. On a fail, the creature has Disadvantage on ATK rolls & Ability Checks. The creature can use an Action to repeat the Save, ending it on a success. A successful save makes the creature immune to the revenant's aura for the next 24 h.

Reactions

Counterspell (1/day) at lvl 4


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