Revna Ulfhild (5e Creature)
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Medium humanoid (Human), chaotic good
Saving Throws CON+6 STR+11
Feral Instinct. You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Danger Sense. Revna has advantage on DEX saving throws against effects that she can see while not blinded, deafened, or incapacitated.
Swift Attack. When Revna makes her first attack on her turn, She can decide to attack swiftly, giving her advantage on melee weapon attack rolls using DEX during this turn, but attack rolls against her have advantage until her next turn.
Brutal Critical. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Wild Shape. As an action, you can magically assume the shape of a Sheep(goat) or Giant Sheep(Giant Goat) twice per short rest.
Revna can stay in beast shape for 33 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)
Combat Wild Shape. You can use Wild Shape as a bonus action and you can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot expended.
Primal Strike Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Storm Shield Revnas shield can emit bright light in heavy storms if she chooses, the Shield emits bright light for 20ft and dim light for an additional 20ft
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: X (1d6 + 8) piercing damage. Shield Master Shove If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield.
Shield Master Evasion If an effect allows half damage on success, you can use your reaction to take no damage.
The Revna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Revna regains spent legendary actions at the start of its turn.
Aegur's Rage As a bonus action enter a rage for up to 1 minute (10 rounds).
Revna gain advantage on STR checks and saving throws (not attacks), +3 melee damage with DEX weapons, resistance to bludgeoning, piercing, slashing damage. She can't cast or concentrate on spells while raging.
Revna rage ends early if Revna is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage as a bonus action.
When Revna enters a rage an Ice Storm kicks up around her and follows her as she moves centered on her position.
When Revna enters Aegirs Rage and as a bonus action, each creature of her choice within 10 feet of her gains 4 temporary hit points. They gain resistance to cold damage and don’t suffer the effects of extreme cold until the rage ends.
Revna summons fey spirits that take the form of sheep and appear in unoccupied spaces that she can see within 60 ft. Choose one of the following options for what appears:
Four Giant Sheep(Giant Goats) or Eight Sheep(goats)
Each sheep is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to Revna and her companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that Revna issues to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.