| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +10 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 13 | +1 | +6 |
| CHA | 15 | +2 | +2 |
Fear-Fed Hunger. When the revenant hits a creature that is Frightened, the attack deals an extra 4 (1d8) Necrotic damage.
Spider Climb. The revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unnatural Reach. The revenant’s melee attacks have a reach of 10 feet.
Multiattack. The revenant makes two Claw attacks.
Claw. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d8 + 3 plus 1d4) Slashing damage.
Abyssal Gape (Recharge 5–6). The revenant opens its impossible maw at one creature it can see within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or take 10 (3d6) Psychic damage and have the Frightened condition until the end of the revenant’s next turn.
While Frightened in this way, the target can’t willingly move closer to the revenant.
Skittering Lurch. The revenant moves up to half its Speed without provoking Opportunity Attacks.
Lashing Retreat. When a creature ends its turn within 5 feet of the revenant, the revenant can move up to 10 feet without provoking Opportunity Attacks.
Description
OVERVIEW:
The Void Maw Revenant is a tall, gaunt, humanoid horror with a body like a living shadow and a skull-like face stretched over an endless vertical mouth. Its arms are unnaturally long, ending in twisted clawed fingers that look more like broken branches than hands. Its mouth is lined with thin, needle-like teeth, and black fluid often drips from its jaws and down its chest.
It makes low wet clicking sounds, strained rasping breaths, and sudden shrieks that sound like several voices being dragged together through a tunnel. The air around it smells of old blood, wet soil, rot, and something burnt.
Its personality is cold, predatory, and patient. It does not usually rush unless it senses weakness. It enjoys fear and may stalk prey for hours before striking. It is almost always an enemy, though in very rare cases it might be bargained with if offered something tied to death, grief, or memory.
ABILITIES:
The Void Maw Revenant can unleash a terrifying Abyssal Gape, opening its mouth impossibly wide to frighten nearby creatures and shake their minds with unnatural visions. Its Long-Claw Rend allows it to slash enemies from farther away than most humanoid creatures, causing deep wounds and lingering pain.
It moves with a disturbing burst-like motion called Skittering Lurch, letting it cross short distances suddenly and making it hard to predict in battle. It may also possess Feed on Fear, allowing it to grow stronger or heal slightly when frightened creatures are nearby.
Depending on how powerful you want it to be, it could also have darkvision, resistance to necrotic damage, immunity to being frightened, and an unnatural sense that helps it detect injured or terrified prey.
STRATEGY:
Do not treat this creature like a normal melee brute. It is a stalker and a terror weapon. It wants to isolate targets, frighten them, and strike when they panic. It performs best in darkness, narrow spaces, or uneven ground where it can control movement.
If encountered, stay together, watch corners and ceilings, and do not let it split the group. Strong morale, magical light, and effects that resist fear are extremely valuable. It is most dangerous when it can attack from reach and retreat before enemies can pin it down.
DO THIS:
Stay close to your allies and keep clear lines of sight. Use radiant magic, bright light, and effects that prevent fear or charm-like mental influence. Pressure it from multiple angles so it cannot keep slipping in and out of cover.
Ranged attacks can be useful if you have room to maneuver, but it is even better to corner it with coordinated positioning. If negotiation is possible in your setting, speak calmly and avoid showing fear. Offer knowledge, remains, or death-related relics only if your story allows this creature to bargain.
DON’T DO THIS:
Do not chase it alone into darkness or tight hallways. Do not break formation when it retreats, because that is exactly how it separates prey. Do not underestimate its reach just because its body looks thin.
Do not rely entirely on courage from roleplay alone if the creature uses fear mechanics — prepare actual protections if possible. Above all, do not stare into its open maw for long if your version of the creature uses gaze, fear, or psychic effects, because that may be the fastest way to lose control of the fight.
Lair and Lair Actions
LAIR:
Void Maw Revenants are found in places where death, fear, and abandonment have soaked into the land. They linger in ruined chapels, plague pits, black forests, collapsed manors, forgotten grave sites, blood-soaked caves, and cursed valleys beneath red skies.
Its home is usually silent except for dripping water, distant scraping sounds, and the feeling that something is watching from just outside sight. The area around its lair is often twisted — trees may grow bent, animals avoid it, and the ground may be slick with dark mud or old blood. It prefers tight spaces, darkness, and broken terrain where it can vanish and reappear suddenly.
Comments