REVENANT – 5e stats

Medium undead, neutral

Armor Class 13 (leather armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.

Proficiency Bonus +3
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)13 (+1)16 (+3)18 (+4)

Saving Throws Str +7, Con +7, Wis +6, Cha +7
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 5 (1,800 XP)

Regeneration. 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.

Rejuvenation. 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.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. 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

  • Multiattack. The revenant makes two fist attacks.
  • Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 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 DC 14) 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. The target must make a DC 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A revenant is an undead creature that rises from the grave to seek vengeance against the one who wronged it. A revenant retains the appearance and memories of its former self, but its body is decayed and wounded, and its eyes glow with a fierce light when it faces its killer. A revenant is driven by a powerful magic that compels it to pursue its murderer across any distance or plane of existence, until it either succeeds or perishes. A revenant has no interest in anything else, and will ignore any obstacle or threat that does not stand in its way. A revenant can speak any language it knew in life, and can communicate telepathically with any creature within 100 feet.

A revenant appears as a spectral, decayed version of its appearance at the time of its death. Its pallid skin is drawn tightly over its bones. The flesh is cold and clammy. The sunken eyes are dull and heavy-lidded but, when the revenant faces his intended victim, the eyes blaze with unnatural intensity. The revenant bears an aura of sadness, anger, and determination.

Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). In order to make this transition, two requirements must be met. The dead character’s Constitution must be 18 and either his Wisdom or Intelligence must be greater than 16. Also, the total of his six ability scores must be 90 or more.

If the character died a particularly violent death, it may be unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. However, the revenant’s killer and associates always see the revenant as the person they killed.

COMBAT

A revenant is a formidable opponent in combat, as it possesses enhanced strength, durability, and willpower. A revenant can heal quickly from most injuries, except those inflicted by fire or radiant damage. A revenant can also sense the location and direction of its killer, even if they are on a different plane of existence. A revenant can use its fists or any weapons it had in life to attack, but it has a special ability called vengeful glare, which can paralyze or frighten its target with a mere look. A revenant is immune to effects that turn undead, and can resist many forms of damage and conditions that affect living creatures. A revenant can also use any spells or abilities it had in life, making it even more dangerous.

The sole purpose of the revenant’s brief existence is to wreak vengeance on its killer, together with anyone who may have aided in the murder. It stops at nothing to achieve its purpose and can locate its intended victim wherever he may be.

Accomplices are also tracked down if they are in the company of the killer, but if they are elsewhere they are ignored until the killer is dealt with. If the associates of the killer are with him in a party, they are dealt with after the killer is dead.

A revenant does not attack innocents except in self-defense. If necessary, the revenant can use cunning to get to its prey.

HABITAT / SOCIETY

A revenant originates 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. A revenant can travel to other planes through portals or rifts, usually created by powerful magic or planar anomalies. A revenant prefers to dwell in dark and desolate places, such as ruins, dungeons, graveyards, or swamps. A revenant avoids populated areas, unless it has a specific goal or target in mind.

Revenants give murder victims a chance to avenge their own murders. They pursue their goals alone without desire or need for allies. However, if the revenant faces a powerful foe able to destroy the revenant’s new form, the revenant may decide to use adventurers as pawns in its quest.

ECOLOGY

A revenant is an unnatural and malevolent creature that has no place in the natural order. A revenant does not reproduce or age, but it can be destroyed by powerful magic or weapons. A revenant has no interest in treasure or material wealth, but it may collect items that remind it of its former life or that have some sentimental value. A revenant feeds on the life force of living creatures, but it does not need to do so to survive. A revenant kills for pleasure and spite, and to further its dark agenda. A revenant has no natural predators or enemies, except for those who oppose its evil plans or who wield radiant power. A revenant is an enemy of all living things, especially those who worship or serve positive forces, such as gods of light, life, or healing.