Bloated Revenant

Medium undead, neutral

Armor Class 14 (scale mail)
Hit Points 143 (15d8 + 75)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Str +8, Con +8, Wis +5, Cha +6
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft.; passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)

Special Traits

  • Festering Form. When the bloated revenant dies, it bursts outward in a 15 foot radius. Each creature within the area of effect must make a DC 14 Dexterity saving throw or take 7 (2d6) necrotic damage and 14 (4d6) poison damage and become poisoned until the end of their next turn.
  • Festering Rejuvenation. When the revenant’s form dies and bursts from its Festering Form ability, the soul of the revenant can infect any creatures that failed their Dexterity save. Any of those creatures that die within 24 hours have their bodies taken by the revenant soul, which then regains all of its hit points. If no creatures fail their Dexterity save or die, or if a wish spell is used, the soul is forced to go to the afterlife and not return.
  • 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.
  • Turn Immunity. The revenant is immune to effects that turn undead.

Actions

  • Multiattack. The revenant makes two fist attacks.
  • Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 7 (2d6) bludgeoning damage and 7 (2d6) necrotic damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
  • Vindictive Ichor. If the revenant sees the target of its vengeance and the creature is within 60 feet, it can force the target to make a DC 14 Charisma saving throw. On a failure, the creature is poisoned and begins to leak vile ichor from its eyes, nose, and ears. The effect lasts four 24 hours, with the creature being able to reattempt their saving throw at the end of each hour. While poisoned in this way, all necrotic damage it takes is deducted from its maximum hit points. If the target’s hit point maximum is ever reduced to 0, the creature becomes a spector upon death.
Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine

This is not the complete license attribution - see the full license for this page