Edit: It's a tough one since Divine Fury specifically says "Each time you use Prayer of Healing on a HERO…" and while the Reanimate can be affected by hero abilities, he in of himself is not treated as a hero, so I'm not sure. As much as I like the idea, I'd have to go with it doesn't work on him since he is not a Hero. I'm open to other people's opinions.
From the rulebook, regarding familiars treated as heroes (page 18):
"Some familiars, such as the Reanimate, are treated as figures (as indicated by its Familiar card). These familiars block line of sight and movement,
but are considered friendly figures for hero movement. They may be targeted and affected by monster attacks, hero abilities, and Overlord cards that target a hero."
They may be targeted AND AFFECTED BY hero abilities that target a hero. So yes, the Reanimate can unquestionably be targeted AND AFFECTED BY Divine Fury.
I've also been having some second thoughts…..another important question is what does "hero abilities" encompass? Is that just the abilities on the hero card? Is that skills too?
The term "ability" refers to any game effect a player can initiate. Any ability that a HERO can initiate is a "hero ability." So yes, this includes all skills as well as the abilities on the hero sheet, and for that matter, abilities granted by equipment or Search cards the hero may possess.
So yes, the Reanimate may be targeted by Divine Fury and no, it does not actually need to recover wounds to gain the extra power die. (Divine Fury says "each time you use Prayer of Healing on a hero…" it does NOT say the hero must have recovered wounds. You can equally well use Prayer of Healing on a hero that has full health and he would still get the bonus die from Divine Fury, so the Reanimate is safe in that regard.
Even a Reanimate with Vampiric Blood alone is fairly powerful. Especially when the Necro can move, dismiss, Reanimate…then move the Reanimate and attack with it….essentially giving him an attack with the range of a double move and rolls blue, red, and yellow for damage. Absolutely deadly for hounding down figures the OL needs to keep alive.
This is undoubtedly a powerful combination. It does have it's drawbacks, however. For instance, the Necromancer must move TOWARDS the enemy forces in order to give the Reanimate this range. The Reanimate itself has a REALLY powerful attack, but it still has **** for defense, so it's easy enough for the OL to knock it down and then go attack the Necro who has kindly moved into the front ranks.
And, of course, if the Necro is re-summoning his familiar every turn then he isn't doing anything else himself. Especially if his other action is moving forward to get the Reanimate in position. The fatigue gained from Vampiric Blood (assuming the Reanimate one-shots everything) is being used to re-summon the Reanimate next turn, so it's not like he's even gaining that as an advantage.
AND the Disciple is blowing Prayer of Healing on the Reanimate (of all targets) each turn. As OL I would be laughing my ass off if the heroes insisted on doing this every turn. Position a nice, juicy looking master monster where the reanimate can hit it, which I can probably reinforce again when my turn comes around, and make sure to keep the important targets well out of reach. =P
The Overlord also has his own bag of tricks, including for example Pit Trap, Tripwire and possibly Web Trap, all of which can stop the Necro short and reduce the effective range of this combo. Or they could be used on the Reanimate directly, which is even more effective since familiars auto-fail attribute tests.
The Reanimate remains, as always, a glass cannon. It can be dealt with if your OL takes the time to think up some valid counter tactics.