Page 260 - Monster Manual [11th Print]
P. 260

R E V E N   N T
                        A
             A revenant forms from the soul of a mortal who met a
             cruel and undeserving fate. It claws its way back into the
             world to seek revenge against the one who wronged it.
             The revenant reclaims its mortal body and superficially
             resembles a zombie. However, instead of lifeless eyes,
             a revenant's eyes burn with resolve and flare in the
             presence of its adversary. If the revenant's original
             body was destroyed or is otherwise unavailable, the
             spirit of the revenant enters another humanoid corpse.
             Regardless of the body the revenant uses as a vessel,
             its adversary always recognizes the revenant for what
             it truly is.
              Hunger for Revenge. A revenant has only one year to
             exact revenge. When its adversary dies, or if the revenant
             fails to kill its adversary before its time runs out, it
             crumbles to dust and its soul fades into the afterlife. If its
             foe is too powerful for the revenant to destroy on its own,
             it seeks worthy allies to help it fulfill its quest.
              Divine]ustice.  No magic can hide a creature pursued
             by a revenant, which always knows the direction and
             distance between it and the target of its vengeance. In
             cases where the revenant seeks revenge against more
             than one adversary, it pursues them one at a time,
             starting with the creature that dealt it the killing blow.
             If the revenant's body is destroyed, its soul flies forth to
             seek out a new corpse in which to resume its hunt.
              U n dead N a ture. A revenant doesn't require air, food,
             drink, or sleep.

             REVEN ANT                                         Turn Immunity. The revenant is immune to effects that
             Medium undead, neutral                            turn undead.
                                                               Vengef u l Tracker. The revenant knows the distance to and
                      1
             Armor Class  3   (leather armor)                  direction of any creature against which it seeks revenge, even
             Hit Points 136 (16d8 + 64)                        if the creature and the revenant are on different planes of
             Speed 30 ft.                                      existence. If the creature being tracked by the revenant dies,
                                                               the revenant knows.
               STR    DEX    CON     I N T   WIS    CHA
              1 8   (+4)   1 4   (+2)   1 8   (+4)   1 3   (+l)   1 6   (+3)   18 (+4)   AC I O  N S
                                                                 T
                                                               Multiattack. The revenant makes two  s t attacks.
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             Saving Throws Str +7, Con +7, Wis +6, Cha +7
             Damage Resistances necrotic, psychic              Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
             Damage Immunities poison                          11  (2d6 + 4) bludgeoning damage. If the target is a creature
             Condition Immunities charmed, exhaustion, frightened,   against which the revenant has sworn vengeance, the target
              paralyzed, poisoned, stunned                     takes an extra 14  (4d6) bludgeoning damage. Instead of dealing
             Senses darkvision 60 ft., passive Perception 13   damage, the revenant can grapple the target (escape DC  4 )
                                                                                                       1
             Languages the languages it knew in life           provided the target is  Large or smaller.
             Challenge 5  (l ,800 XP)
                                                                  f
                                                               Venge u l Glare. The revenant targets one creature it can see
                                                              within 30 feet of it and against which it has sworn vengeance.
             Regeneration. The revenant regains 10 hit points at the start   The target must make a DC  5   Wisdom saving throw. On a
                                                                                   1
                                   fi
             of its turn. If the revenant takes  r e or radiant damage, this
            trait doesn't function at the start of the revenant's next turn.   failure, the target is paralyzed until the revenant deals damage
                                                              to  it,  or until the end of the revenant's next turn. When the
            The revenant's body is destroyed only if it starts its turn with   paralysis ends, the target is frightened of the revenant for 1
            0 hit points and doesn't regenerate.
                                                               minute. The frightened target can repeat the saving throw at
            Rejuvenation. When the revenant's body is destroyed, its soul   the end of each of its turns, with disadvantage if it can see
             lingers. After 24 hours, the soul inhabits and animates another   the revenant, ending the frightened condition on itself on
            humanoid corpse on the same plane of existence and regains   a success.
            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.
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                                                                                                   REVEN ANT
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