Revenant
Medium undead, neutral
Revenants are the most terrifying form of intelligent undead short of a Pale Lord. They are the souls of the murdered --- not merely killed, but *wronged* --- who have clawed their way back from the broken threshold of death with a single, burning purpose: vengeance. Unlike other undead, revenants are fully sapient. They remember who they were, who wronged them, and exactly what they intend to do about it. They inhabit their original body (or, if that body is destroyed, they can possess another corpse), and they will not stop until their quarry is dead or they are permanently destroyed. A revenant that achieves its vengeance collapses immediately, its soul finally passing on.
Armor Class:13 (leather armor)
Hit Points:85 (10d8 + 40)
Speed:30 ft
Challenge:CR 5
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws:STR +7, CON +7, WIS +6, CHA +7
Skills:Perception +6, Intimidation +7
Damage Resistances:Necrotic, psychic
Damage Immunities:Poison
Condition Immunities:Charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses:Darkvision 60 ft, passive Perception 16
Fear Check:DC 15 Wisdom save when first encountered.
Traits
Unyielding Purpose. The revenant knows the distance and direction to its quarry at all times, regardless of distance or plane of existence.
Rejuvenation. If the revenant is destroyed, it reforms in a new corpse within 1 mile of its quarry after 24 hours, at full HP. The only way to permanently destroy a revenant is to resolve its grievance (ensure justice for its murder) or cast a Tier 5+ spell such as *Dispel Evil and Good* or *Hallow* on its remains.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant is immune to any spell or effect that would alter its emotions, modify its memory, or redirect its purpose.
Actions
Multiattack. The revenant makes two fist attacks.
Fist. Melee: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the attack deals an additional 14 (4d6) psychic damage.
Vengeful Glare. The revenant targets one creature it can see within 30 feet. If the target can see the revenant, the target must succeed on a DC 15 WIS save or be paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. The target can repeat the save at the end of each of its turns, with disadvantage if it can see the revenant.