statblock: true
name: Revenant
image: null
source:
- Monster Manual
- Curse of Strahd
- Princes of the Apocalypse
- Tomb of Annihilation
- "Waterdeep: Dungeon of the Mad Mage"
type: undead
subtype: ""
size: Medium
alignment: neutral
hp: 136
hit_dice: 16d8 + 64
ac: 13
speed: 30 ft.
stats:
- 18
- 14
- 18
- 13
- 16
- 18
damage_immunities: poison
damage_resistances: necrotic, psychic
damage_vulnerabilities: ""
condition_immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned
saves:
- strength: "7"
- constitution: "7"
- wisdom: "6"
- charisma: "7"
skillsaves: []
senses: darkvision 60 ft., passive Perception 13
languages: the languages it knew in life
cr: "5"
traits:
- name: Regeneration
desc: The revenant regains 10 hit points at the start of its turn. If the
revenant takes fire or radiant damage, this 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 0 hit points and doesn't regenerate.
- name: Rejuvenation
desc: When the revenant's body is destroyed, its soul lingers. After 24 hours,
the soul inhabits and animates another humanoid corpse on the same plane
of existence and regains 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.
- name: Turn Immunity
desc: The revenant is immune to effects that turn undead.
- name: Vengeful Tracker
desc: The revenant knows the distance to and direction of any creature against
which it seeks revenge, even if the creature and the revenant are on
different planes of existence. If the creature being tracked by the
revenant dies, the revenant knows.
actions:
- name: Multiattack
desc: The revenant makes two fist attacks.
- name: Fist
desc: Melee Weapon Attack +7 to hit, reach 5 ft., one target. 11 (2d6 + 4)
bludgeoning damage. If the target is a creature against which the revenant
has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning
damage. Instead of dealing damage, the revenant can grapple the target
(escape 14) provided the target is Large or smaller.
- name: Vengeful Glare
desc: The revenant targets one creature it can see within 30 feet of it and
against which it has sworn vengeance. The target must make a 15 Wisdom
saving throw. On a failure, the target is 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 of the revenant for 1 minute. The
frightened target can repeat the saving throw at the end of each of its
turns, with disadvantage if it can see the revenant, ending the frightened
condition on itself on a success.
bonus_actions: []
reactions: []
legendary_actions: []
mythic_actions: []
spells: []
spellsNotes: ""
Revenant Statblock
13
136
30 ft.
18
14
18
13
16
18
Strength +7, Constitution +7, Wisdom +6, Charisma +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft., passive Perception 13
the languages it knew in life
5 (1,800 XP)
+3
The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this 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 0 hit points and doesn't regenerate.
When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains 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.
The revenant is immune to effects that turn undead.
The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
The revenant makes two fist attacks.
Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape 14) provided the target is Large or smaller.
The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a 15 Wisdom saving throw. On a failure, the target is 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 of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.