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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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