Page 221 - Monster Manual Expanded III Dragonix
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Treant Revenant                                       Turn Immunity. The revenant is immune to effects that turn undead.

         Huge undead, neutral                                  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.
         Armor Class 16 (natural armor)
         Hit Points 150 (12d12 + 72)                           Vengeful Tracker. The revenant knows the distance to and direction
         Speed 30 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
                25 (+7)         8 (-1)        23 (+6)     12 (+1)      18 (+4)      18 (+4)

                                                               Multiattack. The revenant makes two Slam attacks.
         Damage Resistances bludgeoning, necrotic, piercing, psychic
         Damage Immunities poison                              Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17
         Damage Vulnerabilities fire                           (3d6 + 7) bludgeoning damage.
         Condition Immunities charmed, exhaustion, frightened,
                                                               Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target.
           paralyzed, poisoned, stunned
                                                               Hit: 29 (4d10 + 7) bludgeoning damage.
         Senses darkvision 60 ft., passive Perception 14
         Languages Common, Druidic, Elvish, Sylvan             Animate Trees (1/Day). The revenant magically animates one or
         Challenge 10 (5,900 XP)       Proficiency Bonus +4    two trees it can see within 60 feet of it. These trees have the same
                                                               statistics as a treant, except they have Intelligence and Charisma
         False Appearance. While the revenant remains motionless, it is   scores of 1, they can’t speak, and they have only the Slam action
         indistinguishable from a normal tree.                 option. An animated tree acts as an ally of the revenant. The tree
                                                               remains animate for 1 day or until it dies; until the revenant dies or is
         Regeneration. The revenant regains 10 hit points at the start of its
                                                               more than 120 feet from the tree; or until the revenant takes a bonus
         turn. If the revenant takes fire or radiant damage, this trait doesn’t   action to turn it back into an inanimate tree. The tree then takes root
         function at the start of the revenant’s next turn. The revenant’s body
                                                               if possible.
         is destroyed only if it starts its turn with 0 hit points and doesn’t
         regenerate.                                           Vengeful Glare. The revenant targets one creature it can see within
                                                               30 feet of it and against which it has sworn vengeance. The target
         Rejuvenation. When the revenant’s body is destroyed, its soul
                                                               must make a DC 16 Wisdom saving throw. On a failure, the target is
         lingers. After 24 hours, the soul inhabits and animates another
         treant corpse on the same plane of existence and regains all its hit   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
         points. While the soul is bodiless, a wish spell can be used to force
                                                               of the revenant for 1 minute. The frightened target can repeat the
         the soul to go to the afterlife and not return.
                                                               saving throw at the end of each of its turns, with disadvantage if it
         Siege Monster. The revenant deals double damage to objects and   can see the revenant, ending the frightened condition on itself on a
         structures.                                           success.
         Wyvern Revenant                                       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
         Large undead, neutral
                                                               creature against which the revenant has sworn vengeance, the target
                                                               takes an extra 14 (4d6) weapon damage.
         Armor Class 16 (natural armor)
                                                               Vengeful Tracker. The revenant knows the distance to and direction
         Hit Points 123 (13d10 + 52)
                                                               of any creature against which it seeks revenge, even if the creature
         Speed 20 ft., fly 80 ft.
                                                               and the revenant are on different planes of existence. If the creature
                                                               being tracked by the revenant dies, the revenant knows.
             STR           DEX           CON           INT           WIS           CHA
                21 (+5)       10 (+0)      18 (+4)       5 (-3)       14 (+2)       18 (+4)  Actions
                                                               Multiattack. The revenant makes two attacks: one with its Bite and
         Skills Perception +5                                  one with its Stinger. While flying, it can use its Claws in place of one
         Damage Resistances necrotic, psychic                  other attack.
         Damage Immunities poison
                                                               Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
         Damage Vulnerabilities fire
                                                               Hit: 12 (2d6 + 5) piercing damage.
         Condition Immunities charmed, exhaustion, frightened,
           paralyzed, poisoned, stunned                        Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
         Senses darkvision 60 ft., passive Perception 15       Hit: 14 (2d8 + 5) slashing damage.
         Languages ---                                         Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
         Challenge 7 (2,900 XP)       Proficiency Bonus +3     Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 15
                                                               Constitution saving throw, taking 24 (7d6) poison damage on a failed
         Regeneration. The revenant regains 10 hit points at the start of its   save, or half as much damage on a successful one.
         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 15 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
         wyvern corpse on the same plane of existence and regains all its hit   saving throw at the end of each of its turns, with disadvantage if it
         points. While the soul is bodiless, a wish spell can be used to force   can see the revenant, ending the frightened condition on itself on a
         the soul to go to the afterlife and not return.       success.
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                    Bestiary
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