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Revenant

Creature 6 — undead

CrasherSnareLANDundead

Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then, such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn't understand the full circumstances of their dem

Source: pathfinder-monster-core

Perception +14; darkvision; sense murderer
Languages any one spoken in life by their murderer (typically Common)
Skills athletics +15, intimidation +14
Str
+5
Dex
+3
Con
+4
Int
+0
Wis
+3
Cha
+2
AC 23 Fort +14 Ref +13 Will +17
HP 115 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Resistances physical (except slashing) 5
Speed 25 feet

Offense

Melee Claw (agile, unarmed) +17, Damage 2d8+5 slashing plus Grab

Abilities

Sense Murderer (occult, scrying) — A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance.
Self-Loathing (emotion, mental, visual) — If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save.

Critical Success The revenant is unaffected and can no longer be affected by that reflection or object in this way.

Success The revenant is distracted by self-loathing and becomes Slowed 1 for 1 round.

Failure The revenant becomes Fascinated by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn.

Critical Failure The revenant becomes Immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer.
Undying Vendetta (emotion, occult) — If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 Flat check once every 24 hours to avoid becoming Immobilized and Prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Baleful Shriek (auditory, emotion, fear, incapacitation, mental) — The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will save. Regardless of the outcome of their saving throw, affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait.

The revenant can't use Baleful Shriek again for 1d4 rounds.

Critical Success The creature is unaffected.

Success The creature is Frightened 2.

Failure The creature is frightened 2 and Paralyzed for 1 round.

Critical Failure The creature is Frightened 3 and paralyzed for 1d4 rounds.
Constrict — 2d6+5 bludgeoning, DC 24 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab

WORKS WELL WITH

AnvilLANDA frontline tank absorbs the revenant's relentless pursuit while it stays fixed on a single target.
WeaverLANDA caster's area pressure complements the revenant's single-minded Grab and Constrict once it locks onto a foe.

PUNISHES

✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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