Revenant, Variant (5e Creature)

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Revenant

Medium undead, neutral


Armor Class 13 (leather armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Strength +7, Constitution +7, Wisdom +6, Charisma +7
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 13
Languages whatever languages it knew in life
Challenge 5 (1800 XP)


Regeneration. The revenant regains 10 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.

ACTIONS

Multiattack. The revenant makes two Fist attacks

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

REACTIONS

Vengeance. The revenant can designate a creature it can see who deals damage to it as the target against which it has sworn vengeance.

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The revenant is a creature with a soul stuck in a body, basically. Usually the body is dead or near dead and is animated solely by the hatred of the soul inhabiting it, which is usually that of a spirit seeking restitution and vengeance for some wrong from its time living. Revenants can also form when one refuses to pass on as per an afterlife, and instead become trapped in the material realm with no real tethered body. Thus, they take uninhabited shells for their own use until it breaks. Revenants are not evil undead and retain their mind from when they were alive, though often with amnesia or loss of emotion.


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