Page 220 - Monster Manual Expanded III Dragonix
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Manticore Revenant Turn Immunity. The revenant is immune to effects that turn undead.
Large undead, lawful evil 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 10 (3d6) weapon damage.
Armor Class 14 (natural armor)
Hit Points 76 (8d10 + 32) Vengeful Tracker. The revenant knows the distance to and direction
Speed 30 ft., fly 50 ft. of any creature against which it seeks revenge, even if the creature
and the revenant are on different planes of existence. If the creature
STR DEX CON INT WIS CHA being tracked by the revenant dies, the revenant knows.
Actions
19 (+4) 16 (+3) 19 (+4) 7 (-2) 14 (+2) 18 (+4)
Multiattack. The revenant makes three attacks: one Bite attack and
Damage Resistances necrotic, psychic
two Claws attacks, or three Tail Spike attacks.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
paralyzed, poisoned, stunned (1d8 + 4) piercing damage.
Senses darkvision 60 ft., passive Perception 12
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
Languages Common
(1d6 + 4) slashing damage.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one
Regeneration. The revenant regains 10 hit points at the start of its target. Hit: 8 (1d8 + 4) piercing damage.
turn. If the revenant takes fire or radiant damage, this trait doesn’t
Vengeful Glare. The revenant targets one creature it can see within
function at the start of the revenant’s next turn. The revenant’s body
30 feet of it and against which it has sworn vengeance. The target
is destroyed only if it starts its turn with 0 hit points and doesn’t
must make a DC 14 Wisdom saving throw. On a failure, the target is
regenerate.
paralyzed until the revenant deals damage to it, or until the end of the
Rejuvenation. When the revenant’s body is destroyed, its soul revenant’s next turn. When the paralysis ends, the target is frightened
lingers. After 24 hours, the soul inhabits and animates another of the revenant for 1 minute. The frightened target can repeat the
manticore corpse on the same plane of existence and regains all saving throw at the end of each of its turns, with disadvantage if it
its hit points. While the soul is bodiless, a wish spell can be used to can see the revenant, ending the frightened condition on itself on a
force the soul to go to the afterlife and not return. success.
Ogre Revenant While the soul is bodiless, a wish spell can be used to force the soul
to go to the afterlife and not return.
Large undead, chaotic evil
Turn Immunity. The revenant is immune to effects that turn undead.
Armor Class 11 (hide armor) Vengeful Strikes. If the target hit by the revenant's melee attack is a
Hit Points 66 (7d10 + 28) creature against which the revenant has sworn vengeance, the target
Speed 40 ft. takes an extra 10 (3d6) weapon damage.
Vengeful Tracker. The revenant knows the distance to and direction
STR DEX CON INT WIS CHA
of any creature against which it seeks revenge, even if the creature
21 (+5) 8 (-1) 18 (+4) 5 (-3) 9 (-1) 18 (+4)
and the revenant are on different planes of existence. If the creature
being tracked by the revenant dies, the revenant knows.
Damage Resistances necrotic, psychic Actions
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
paralyzed, poisoned, stunned Hit: 14 (2d8 + 5) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 9
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Languages Common, Giant range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Challenge 3 (700 XP) Proficiency Bonus +2
Vengeful Glare. The revenant targets one creature it can see within
Regeneration. The revenant regains 10 hit points at the start of its 30 feet of it and against which it has sworn vengeance. The target
turn. If the revenant takes fire or radiant damage, this trait doesn’t must make a DC 14 Wisdom saving throw. On a failure, the target is
function at the start of the revenant’s next turn. The revenant’s body paralyzed until the revenant deals damage to it, or until the end of the
is destroyed only if it starts its turn with 0 hit points and doesn’t revenant’s next turn. When the paralysis ends, the target is frightened
regenerate. 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
Rejuvenation. When the revenant’s body is destroyed, its soul
can see the revenant, ending the frightened condition on itself on a
lingers. After 24 hours, the soul inhabits and animates another ogre
success.
corpse on the same plane of existence and regains all its hit points.
219
Bestiary

