Medium Undead, Neutral
Armor Class 17 Natural Armor
Hit Points 136 (16d8 + 64)
Speed 30 ft., Swim 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +7, WIS +6, CHA +7
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Bound to the Sea. Unlike the revenants of land this creature is bound to the body of water it originally died in. If it exits this body of water it must return in seven days and remain submerged for at least eight hours before it can venture out again. If it fails to do so it crumbles to dust after 24 hours and rejuvenates.

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 within 20 miles of the body of water it originally died in 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 attacks with its Sea Glass Scimitars.

Sea Glass Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (4d6 + 4) slashing damage.

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.

Habitat: ArcticCoastalSwampUnderdarkUnderwaterUrban

Percyshotfirst

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