Monster | Revenant

by Lobbo Doggo

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Revenant CR 7

Large fiend, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 8 (-1) 10 (+0) 11 (+0)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages understands Abyssal, Infernal, and all languages it spoke in life but can't speak
  • Challenge 7 (2,900 XP)

Afterburner. The revenant can uses its bonus action to Dash and stay airborne without falling until the start of its next turn. Once it uses this trait, it can't use it again until the end of its next turn.

Unstable Jetpack. The revenant's jetpack overheats easily. It falls if it ends its turn in the air and nothing else is holding it aloft.

Actions

Multiattack. The revenant makes two attacks with its claws or its twin rockets.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Twin Rockets. Ranged Weapon Attack: +7 to hit, range 25/100 ft., one target. Hit: 11 (2d6 + 4) fire damage, and every creature within 5 feet of the target succeed make a DC 15 Dexterity saving throw or take the same damage.

Rocket Barrage (Recharge 6). The revenant targets a point within 100 feet of it, which it can see. Each creature within 30 feet of the point must make a DC 15 Dexterity saving throw or take 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Revenant concept from DOOM series. Image from DOOM Eternal. Thumbnail by kiteazure2014.