Medium Construct (Human), Neutral Evil
Armor Class 18 Natural
Hit Points 128 (14d8 + 4)
Speed 30 ft., Climb 20 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +8, WIS +7
Skills Acrobatics +11, Intimidation +5, Perception +8, Stealth +11, Survival +8
Damage Resistances Cold
Condition Immunities Blinded, Exhaustion
Senses Blindsight, Passive Perception 17
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Risen. The Revenant is an 8th-level Risen.
Its Darkcasting ability is Wisdom (8th Darkness level,
Darkness save DC 16, +7 to hit with Darkness attacks).
It has the following core Darkness abilities:

Withering blades: melee ability, 2 charges, recharge d6, or a brief rest.

Glacier grenade: grenade ability, 1 charge, recharge d8 or a brief rest

Hunter's Dodge: superclass ability, 1 charge, recharge d6, or a brief rest. (gambler’s dodge)

Silence and Squall: super ability, 1 charge, recharge d20 [18] ora short rest, Destroy Creature CR 1 or lower.

Shatterdive: air movement ability , 2 charges, recharge d6 or brief rest

Actions

Multiattack: The Revenant takes the attack action twice, but can only do so with one weapon.

Scout rifle. Firearm Weapon Attack: +8 to hit, (scope/aim +4)
20/100/300 (long), one target. Hit: 1d10+5 piercing damage.

Sidearm. Firearm Weapon Attack: +8 to hit
30/100/ (long), one target. Hit: 1d6+5 Cold damage.

Smallsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 1d8+5)piercing damage.

Bonus Actions

Expert Attack (1/round). The Revenant deals an extra 10 (3d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Revenant that isn't Incapacitated and the Revenant doesn't have disadvantage on the attack roll.

Reactions

Opportunity Strikes. If a creature makes a melee attack roll that misses, the Revenant can make a weapon attack against that creature.

Description

A Flaming Fist Captain stalks his prey through the barrens of the Ironstead desert, Servitor at his back. The wind kicks up shimmering plumes of frost; he doesn't see the frozen kama hurtling towards him. It strikes with a deafening crack; the Servitor is gone. The Captain flees for cover, but it's too late — he is frozen in a crystalline prison.

His battle cry freezes in his throat; there is only deafening silence. He sees a shadow approaching, cloaked in the ice and whirling snow, but it vanishes as quickly as it appeared. Fear grips him as he scans the yellow wastes.

A second kama pierces the sandstone shelf. Biting whirlwinds erupt and tear at his frozen body. He catches a glimpse of the shadow in the squall, rifle in hand. The hunt has ended; he shatters in the wind.

Lair and Lair Actions

Massive arctic cave with huge icy stalagmites and stalactites growing from the floor and ceiling

Lair Actions

After it's normal turn, the Revenant can take the following lair action

  • The Revenant slams his fist into the wall, causing 1-3 stalactites to fall from the ceiling. each creature in a 20 ft radius of each fallen stalactite must make a DC 15 DEX saving throw and rake 3d8 piercing damage and 2d6 cold damage. creatures who fail the save are slowed by 10 until the end of their next turn. creatures who succeed the save are not slowed and only take the cold damage. (note: there are between 8-12 stalactites on the ceiling at a time. once all of them have fallen, the Revenant can no longer use this lair action.)

Monster Tags: constructhumanoid

Habitat: Arctic

DoomplayerX

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