Medium Undead, Neutral
Armor Class 16 (stubbed leather armor)
Hit Points 138 (17d8 + 64)
Speed 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +6, CON +7, WIS +6, CHA +7
Skills Acrobatics +4, Insight +1, Perception +3
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 18
Languages the languages it knew in life
Challenge 7 (2,900 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.

Legendary Resistance (1/Day). If Darrion The Unrelenting fails a saving throw, he can choose to succeed instead.

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 his Surge Crossbow. Can replace one attack with vengeful glare.

Surge Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d10+ 4) piercing 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.

Bonus Actions

Magic Surge . Darrion can activate his surge crossbow, channeling magic into his crossbow's bolt. Roll a d6 to see what effect this has on the crossbow bolt. 

  1. The Surge Crossbow becomes imbued with the element of Fire and deals 1d6 extra fire damage.
  2. The Surge Crossbow is imbued with the Web spell, hitting the target will cause the web spell to form around the target. 
  3. The Surge Crossbow can ricochet from one target to another within 30ft of the original target. 
  4. The Surge Crossbow hums with magical energy, when a target is hit, the next attack against the creature is made with advantage. 
  5. The Surge Crossbow's bolt buzzes with electricity, on a hit the target must succeed a Con 14 save or be stunned until the end of Buck Wulfstone's next turn. 
  6. The Surge Crossbow's bolt fires out and erupts into a deafening sound. All creatures in a 15ft sphere of the arrow must make a strength saving throw or take 2d4 Thunder damage. 
Legendary Actions

Darrion The Unrelenting can use two legendary actions a day. 

Tricky Feet. Darrion can move out of an enemy's threat range without provoking an opportunity attack. 

Quick Draw. If a target moves, and Darrion can see them moving, he can take make one Surge Crossbow attack.

Quick Reload. Darrion can use his reaction to reload his Surge Crossbow. 

Mythic Actions

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Habitat: ArcticDesertForestHillSwampUrban

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