Alias, Medium undead, neutral evil
CR: 17
Armor Class: 20 (Natural Armor)
Hit Points 272 (32d8 + 128)
Movement: 40' (Fly 40')
STR-18(+4)
DEX-14(+2)
CON-18(+3)
INT-13 (+1)
WIS-16 (+3)
CHA-24(+7)
Saving Throws CON +10, WIS +13
Damage Resistances: Psychic
Damage Immunities Poison, Necrotic; Bludgeoning, Piercing and Slashing from nonmagical weapons
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 20
Skills: Perception +10, Insight +10, Deception +14, Arcana +15, Acrobatics +16
Challenge 17
Proficiency Bonus +7
Regeneration. Alias regains 20 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.
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. 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.
Hateful Ricochet- If Alias succeeds on a saving throw against a spell of 3rd level or lower, he can deflect the spell as a reaction, choosing targets as if he was the caster off the spell, however using the caster’s spell DC and spell attack modifier.
Alternatively, as a reaction he can add +7 to his AC against a melee attack that hits him, potentially turning a hit into a miss.
Spellcasting - Spellcasting- Alias is a 17th level spellcaster, and uses Charisma for his DC and spell attacks (DC 21). He has the following Bard spells prepared:
0-Mind Sliver, Minor Illusion, Friends, Thunderclap
1(4)- Bane, Cure Wounds, Healing Word, Thunderwave
2(3)- Misty Step, Invisibility, Suggestion
3(3)-Dispel Magic, Major Image, Fireball
4(3)- Greater Invisibility, Dimension Door, Death Ward
5(2)-Scrying, Synaptic Static, Steel Wind Strike
6(1)-Tenser’s Transformation
7(1)-Teleport
8(1)-Glibness, Feeblemind
9(1)- Foresight
If prepared he has Foresight, Death ward, Glibness and Tensers Transformation pre-cast, adding 50 temporary Hit points, removing his ability to cast spells, allowing 2 attacks with Mythcarver, gaining advantage on all saves, ability checks and attack rolls, and allowing him an automatic result of 15 on any Charisma check.
Legendary resistance: Alias can choose to pass a save he just failed 3/ long rest.
Actions
Actions- Alias makes one attack with Mythcarver (or two attacks if under the effects of Tensers Transformation). If Deconstructing Touch is available he can also use this as a Bonus action.
Mythcarver: Melee weapon attack, one target +14; Hit: 13 (1d10+7) slashing damage and 18 (5d6) force damage.
Deconstructing Touch (recharge 5-6)- Alias makes a melee spell attack(+14 to hit). On a hit, the target must make a DC 15 Con save, or take 10d6+40 force damage on a failed save, or half as much on a success. If the target is reduced to zero hit points, they are disintegrated, and are reduced to dust.
Legendary Actions (Alias has 3 legendary actions)-
Striking Enmity (1)- Alias makes one attack with Mythcarver
Quickened Retort(1-3)- Alias expends a number of legendary actions in order to cast a spell of a level equal the the number of actions spent. This action is unavailable while Tensers is active.
Hastened Deconstruction (3)- Alias recharges his Deconstructing Touch
Gear: Boots of Flying, Mythcarver, Cloak of Displacement.
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I removed Forcecage and replaced it with Teleport (it's a sucky move for a BBEG fight locking a PC into a forcecage) and replaced counterspell (which he cant use while Tensers is active anyway) for Fireball for some extra ranged OOMPH.
Remember - as long as Tensers is up, he cant cast spells.
He has boots of flying for better manouverability (I did consider a legendary action that lets him teleport a short distance, but if he gets stuck in a wall of force or similar he can always drop Tensers and Misty step, Dimension door or Teleport).
His HP now more closely match a CR 17 legendary monster, but his actual CR is probably closer to 1 or 2 higher due to his magic items.