| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 8 | −1 | −1 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +6 |
| CHA | 18 | +4 | +7 |
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.
Constant Rejuvenation. When the revenant’s body is destroyed, its Regeneration feature continues to apply. If the revenant has at least 1 hit point at the start of its turn, it reconstitutes its body, removes all conditions affecting it, and animates once more. A wish spell can be used to force the soul to go to the afterlife and not return.
Imperfect Turn Immunity. The revenant is immune to effects that turn undead, but instead takes 10 radiant damage.
Bound Tracker. The revenant knows the distance to and direction of any creature that has intruded on the space to which it is bound. If a creature being tracked by the revenant dies, the revenant knows.
Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Bludgeoning damage and 14 (4d6) Force damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
Revenant Glare. The revenant targets one creature it can see within 30 feet of it, and applies one of the following effects:
- Withering Flesh. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) Necrotic damage, and until the end of the revenant's next turn the target has Disadvantage on attack rolls and attacks against the target have Advantage.
- Freezing Terror. The target must make a DC 15 Wisdom saving throw. On a failure, the target is Paralyzed 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.
- Looming Dread. The target must make a DC 15 Intelligence saving throw. On a failure, the target's movement speed is 0 and the target can't take bonus actions or reactions until the end of the revenant's next turn.
- Faltering Words. The target must make a DC 15 Charisma saving throw. On a failure, the target can speak only faltering and cannot cast spells with a verbal component until the end of the revenant's next turn.
Ignore Damage. Trigger: The revenant would take damage. Response: The revenant makes a Constitution saving throw against a DC equal to the damage, and on a success negates the damage.
Description
Unlike those revenants animated by their furious drive for revenge, bound revenants are souls that have been magically imprisoned and forced to serve as eternal guardians. They impotently rage against their captivity, but bound as they are to service are unable to strike at their captors — instead they wearily take out their wrath on any who dare intrude upon their prisons.
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