Alamravene

Small fiend (izravene), neutral evil

Armor Class 13 (natural armor)
Hit Points 65 (10d6 + 30)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 17 (+3) 10 (+0) 15 (+2) 14 (+2)

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Celestial, Common, Infernal
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Corpse Sense. The alamravene can sense the presence of a corpse within 150 feet of itself. The alamravene knows in which direction the corpse lies and its approximate distance in relation to itself.
  • Mortal Form (1/Day). As a bonus action, an alamravene can transform into an unremarkable-looking mortal of any race. The alamravene returns to its true form if it takes any amount of damage or if it uses its bonus action to do so.

ACTIONS

  • Death Touch. Ranged Weapon Attack: +4 to hit, range 120 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the alamravene’s control unless the humanoid is restored to life or its body is destroyed. The alamravene can have no more than six zombies under its control at one time.
  • Animate Corpse (3/Day). As an action, the alamravene can animate a corpse within 60 feet of itself as a zombie. As a bonus action on its turn, the alamravene can mentally command a zombie it has animated to move and take an action. If the alamravene has more than one zombie under its control, they all move in the same direction and take the same action.

REACTIONS

  • Life from Death. If the alamravene is reduced to fewer than half its maximum hit points, it can use its reaction to deal 14 (4d6) necrotic damage to a zombie that is within 60 feet of it, and the alamravene regains hit points equal to the amount of necrotic damage dealt. A zombie that is reduced to 0 hit points by this feature is destroyed and gains no benefit from its undead fortitude.

ABOUT

This disgusting creature looks like a decaying maggot with six rotting humanoid arms erupting from the upper portion of its body.

One end of its body terminates in a yellowing, bloodshot eyeball, and it holds itself alon’t upon four tattered, membranous wings.

Zombies gather around alamravenes as flies gather around dung. They are among the least of izravenes, in keeping with their dominion over the lowest and most common form of undead. Hordes of zombies tend to arise wherever alamravenes go about their activities, but the sly creatures are clever enough to leave an area before a response to their horde can be organized.

Alamravenes are venal and treacherous, even when compared to other izravenes. They spend much of their time hunting and killing other alamravenes in the hopes of paving a quick path to their metamorphosis. For this reason, alamravenes encountered on the Material Plane are usually newly born, trying to amass souls and status, or they are very near their time of transformation and need only a few more souls to be reborn into an even more powerful and terrifying form.

Section 15: Copyright Notice

Warlock Grimoire 4. ©2023 Open Design LLC. Authors: Lou Anders, Wolfgang Baur, HH Carlan, Robert Fairbanks, Basheer Ghouse, Richard Green, Tim Hitchcock, Jeremy Hochhalter, Victoria Jaczko, Rajan Khanna, Sarah Madsen, Ben McFarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Adam W. Roy, Paul Scofield, Amber Stewart, Brian Suskind, Mike Welham.

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