Page 219 - Monster Manual Expanded III Dragonix
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Revenants, Template Vengeful Strikes. If the target hit by the revenant's melee attack is a
creature against which the revenant has sworn vengeance, the target
takes an extra 14 (4d6) weapon damage.
Revenant Template New Action: Vengeful Glare The revenant gains the action Vengeful
Glare (see Revenant). The save DC is equal to 8 + the creature's
When a mortal creature becomes a revenant, it retains its statistics
Charisma bonus + the creature's proficiency bonus.
except as described below. The creature loses any trait, such as
Amphibious, that assumes a living physiology. Celestials, constructs,
fiends, elementals, oozes, and undead can't become revenants.
Type. The revenant’s type changes to undead, and it no longer Frost Giant Revenant
requires air, food, drink, or sleep.
Alignment. If the revenant's alignment is good or unaligned, it Huge undead, chaotic evil
becomes Neutral.
Damage Resistance. The revenant has resistance to necrotic and Armor Class 15 (Patchwork Armor)
psychic damage. Hit Points 150 (12d12 + 72)
Damage Immunities. The revenant has immunity to poison. It also Speed 40 ft.
retains any immunities it had prior to becoming a revenant.
Condition Immunities. The revenant can’t be charmed, frightened, STR DEX CON INT WIS CHA
paralyzed, or poisoned. It also doesn’t suffer from exhaustion. 25 (+7) 9 (-1) 23 (+6) 11 (+0) 12 (+1) 18 (+4)
Ability Scores. Increase the revenant's Strength, Constitution, and
Wisdom scores by 2. If its Charisma score is less than 18, set it to 18. Saving Throws Con +10, Wis +5, Cha +8
Senses. The revenant gains darkvision 60 ft., unless it already has it. Skills Athletics +11, Perception +5
Challenge Rating. The revenant's CR is increased by 1. Damage Resistances necrotic, psychic
Regeneration. The revenant regains 10 hit points at the start of its Damage Immunities cold, poison
turn. If the revenant takes fire or radiant damage, this trait doesn’t Condition Immunities charmed, exhaustion, frightened,
function at the start of the revenant’s next turn. The revenant’s body paralyzed, poisoned, stunned
is destroyed only if it starts its turn with 0 hit points and doesn’t Senses darkvision 60 ft., passive Perception 15
regenerate. Languages Giant
Rejuvenation. When the revenant’s body is destroyed, its soul Challenge 10 (5,900 XP) Proficiency Bonus +4
lingers. After 24 hours, the soul inhabits and animates a corpse of its
creature type on the same plane of existence and regains all its hit
Regeneration. The revenant regains 10 hit points at the start of its
points. While the soul is bodiless, a wish spell can be used to force the
turn. If the revenant takes fire or radiant damage, this trait doesn’t
soul to go to the afterlife and not return.
function at the start of the revenant’s next turn. The revenant’s body
Turn Immunity. The revenant is immune to effects that turn undead.
is destroyed only if it starts its turn with 0 hit points and doesn’t
Vengeful Tracker. The revenant knows the distance to and direction
regenerate.
of any creature against which it seeks revenge, even if the creature and
Rejuvenation. When the revenant’s body is destroyed, its soul
the revenant are on different planes of existence. If the creature being
tracked by the revenant dies, the revenant knows. lingers. After 24 hours, the soul inhabits and animates another frost
giant 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 Strikes. If the target hit by the revenant's melee attack is a
creature against which the revenant has sworn vengeance, the target
takes an extra 14 (4d6) weapon damage.
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 Greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
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 16 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.
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Bestiary

