Kryx RPGThemesMonsters


Medium undead
5 (1,800 XP)


Defense note leather
Damage resistances necrotic, psychic
Damage immunities poison
Condition immunities charmed, exhausted, frightened, paralyzed, poisoned, stunned

Speed 9 m.
Senses darkvision 18 m.
Languages the languages it knew in life

Dashing Strike. If the revenant uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Regeneration. The revenant regains 10 health at the start of its turn. While the revenant is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. 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 health and doesn’t regenerate.

Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its health. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

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.


Multiattack. The revenant makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vengeful Glare. The revenant targets one creature it can see within 9 meters of it and against which it has sworn vengeance. The target must make a DC 15 Will 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.

Arctic, Desert, Desert, Hill, Swamp, Urbanmm