Medium Undead, Neutral
Armor Class 16 (chain mail)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +7, CON +7, WIS +7, CHA +6
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Spellcasting. The Cleric Revenant is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Cleric Revenant has the following cleric spells prepared:

Cantrips (at will): Chill Touch, Sacred Flame, Spare the Dying, Toll the Dead, Word of Radiance

1st level (4 slots): Bane, Command, False Life,  Inflict Wounds, Ray of Sickness

2nd level (3 slots): Blindness/Deafness, Hold Person, Ray of Enfeeblement, Silence, Spiritual Weapon

3rd level (3 slots): Animate Dead, Bestow Curse, Dispel Magic, Spirit Shroud, Spirit Guardians, Vampiric Touch

4th level (2 slots): Banishment, Blight, Death Ward, Locate Creature

Actions

Multiattack. The revenant makes two fist attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) slashing 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.

Habitat: ArcticDesertForestHillSwampUrban

Kachowmente

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