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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