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Revenant

Medium undead, neutral
Armor Class 13 (leather armor)
Hit Points 136 (16d8 + 64) 16d8+64
Speed 30ft

STR
18 +4
DEX
14 +2
CON
18 +4
INT
13 +1
WIS
16 +3
CHA
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 Any 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.   Turn Immunity. The revenant is immune to effects that turn undead.  


Actions

Multiattack. The revenant makes one fist attack and one tentacles attack.   Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.   Tentacles. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11(2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 dexterity saving throw or be grappled by the revenant. It must also succeed on a DC 15 wisdom saving throw or take 7(2d6) psychic damage. While grappling a creature this way the revenant can not use this attack against any other creature, and can use a bonus action to force the creature being grappled to make a DC 15 Wisdom saving throw, on a failure the target takes 7(2d6) psychic damage.   Eyes (Recharge 5-6). The Revenant sprouts eyes all over his body. All creatures that can see it must succeed on a DC 15 Wisdom saving throw, or be frightened of the Revenant for 1 minute. A creature can repeat the saving throw at the end of each of its turns, on a success it is no longer frightened of the Revenant. Until the end of his next turn, the Revenant has advantage on all attack rolls, as well as ability checks that require sight. He also cannot be surprised.


 

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