Page 260 - D&D Bestiary
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REVENANT
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.
Undead Nature. A revenant doesn't require air, food,
drink, or sleep.
REVENANT Turn Immunity. The revenant is immune to effects that
turn undead.
Medium undead, neutral
Vengeful Tracker. The revenant knows the distance to and
Armor Class 13 (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 30ft.
existence. If the creature being tracked by the revenant dies,
the revenant knows.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) ACTIONS
Multiattack. The revenant makes two fist attacks.
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 60ft., passive Perception 13
damage, the revenant can grapple the target (escape DC 14)
Languagesthelanguages itknewin life
Challenge 5 (1 ,800 XP) provided the target is Large or smaller.
Vengeful 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 15 Wisdom saving throw. On a
of its turn. If the revenant takes fire or radiant damage, this
failure, the target is paralyzed until the revenant deals damage
trait doesn't function at the start of the revenant's next turn.
The revenant's body is destroyed only if it starts its turn with 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
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
corpse on the same plane of existence and regains all its hit a success.
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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