Revenant: Difference between revisions

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Revenants are similar to Ghosts in that they are restless spirits who feel that they have not yet fulfilled their life’s great purpose. While Ghosts tend to recede into deep melancholy over this fact, Revenants are more vengeful. They possess their own corpse and bring it staggering back to a semblance of life, then pursue their goal with unrelenting resolve. Clever necromancers raise Revenants when they believe that the Revenant’s vendetta will benefit the necromancer’s own plans, whatever they may be.
Revenants are similar to [[Ghost|Ghosts]] in that they are restless spirits who feel that they have not yet fulfilled their life’s great purpose. While Ghosts tend to recede into deep melancholy over this fact, Revenants are more vengeful. They possess their own corpse and bring it staggering back to a semblance of life, then pursue their goal with unrelenting resolve. Clever necromancers raise Revenants when they believe that the Revenant’s vendetta will benefit the necromancer’s own plans, whatever they may be.


{| class="creature"
{| class="creature"
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| colspan="6" |''Medium. [[Undead]] Humanoid''
| colspan="6" |''Medium. [[Undead]] Humanoid''
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!'''STR'''
!STR
!DEX
!DEX
!END
!END
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| colspan="6" |'''Move'''. The Revenant moves up to its speed. If it starts and ends its movement in dim light or [[darkness]], it can teleport, ignoring any difficult or hazardous terrain and ignoring any reactive attacks.
| colspan="6" |'''Move'''. The Revenant moves up to its speed. If it starts and ends its movement in dim light or [[darkness]], it can teleport, ignoring any difficult or hazardous terrain and ignoring any reactive attacks.
'''[[Frostbite]]'''. ''Ranged 60 ft Magical Spell''. +4 vs FORT. '''Hit:''' 7 (1d6+4) cold.
'''[[Frostbite]]'''. ''Ranged 60 ft [[Arcane]] Cantrip''. +4 vs FORT. '''Hit:''' 7 (1d6+4) cold.


'''[[Grave Whisper]].''' ''Ranged 40 ft Magical Spell''. +4 vs FORT. '''Hit:''' 8 (1d8+4) necrotic.
'''[[Grave Whisper]].''' ''Ranged 40 ft Magical Spell''. +4 vs FORT. '''Hit:''' 8 (1d8+4) necrotic.
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| colspan="6" |'''Claymore.''' ''Reach 5 ft Two-Handed Weapon''. +3 vs AR. '''Hit''': 10 (1d12+4) sharp and 7 (2d6) necrotic.
| colspan="6" |'''Claymore.''' ''Reach 5 ft Two-Handed Weapon''. +3 vs AR. '''Hit''': 10 (1d12+4) sharp and 7 (2d6) necrotic.
'''[[Ice Fan]] (1/Recoup)'''. ''20 ft Cone Magical Spell.'' +4 vs FORT of each creature in the cone. '''Hit''': 17 (5d6) cold and the creature is Chilled until the end of its next turn. '''Miss:''' 1/2 [[damage]] and the creature is not Chilled.
'''[[Ice Fan]] (1/Recoup)'''. ''20 ft Cone Arcane Spell.'' +4 vs FORT of each creature in the cone. '''Hit''': 17 (5d6) cold and the creature is Chilled until the end of its next turn. '''Miss:''' 1/2 [[damage]] and the creature is not Chilled.
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! colspan="6" |Reactions
! colspan="6" |Reactions

Latest revision as of 17:43, 14 November 2024

[Back to creatures]


Revenants are similar to Ghosts in that they are restless spirits who feel that they have not yet fulfilled their life’s great purpose. While Ghosts tend to recede into deep melancholy over this fact, Revenants are more vengeful. They possess their own corpse and bring it staggering back to a semblance of life, then pursue their goal with unrelenting resolve. Clever necromancers raise Revenants when they believe that the Revenant’s vendetta will benefit the necromancer’s own plans, whatever they may be.

Revenant

Monster Level: 8
Medium. Undead Humanoid
STR DEX END AWR INT CHA
4 2 3 0 0 4
Ref: 12 Fort: 13 Ant: 10 Log: 10 Will: 14
Armor Rating 12 (decrepit armor) Resist Occult 3, Sharp 5 Immune Bleeding
Hit Points 55 Vulnerable Radiant 1
Speed 30 ft Senses Darkvision 60 ft
Skills (INT) Arcana +2; (CHA) Intimidating +2
Actions

The Revenant can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Revenant moves up to its speed. If it starts and ends its movement in dim light or darkness, it can teleport, ignoring any difficult or hazardous terrain and ignoring any reactive attacks.

Frostbite. Ranged 60 ft Arcane Cantrip. +4 vs FORT. Hit: 7 (1d6+4) cold.

Grave Whisper. Ranged 40 ft Magical Spell. +4 vs FORT. Hit: 8 (1d8+4) necrotic.

OR the Revenant can MOVE and take ONE of the following actions.

Claymore. Reach 5 ft Two-Handed Weapon. +3 vs AR. Hit: 10 (1d12+4) sharp and 7 (2d6) necrotic.

Ice Fan (1/Recoup). 20 ft Cone Arcane Spell. +4 vs FORT of each creature in the cone. Hit: 17 (5d6) cold and the creature is Chilled until the end of its next turn. Miss: 1/2 damage and the creature is not Chilled.

Reactions
Exploit (1/Round). The Revenant can Exploit. After doing so, if it is in dim light or darkness, it can teleport up to 20 ft to another spot that is in dim light or darkness.