Revenant
2 variants
Undead that arise with the all encompassing need to track down and kill their murderers. They are so powerful in their drive for vengeance that even destroying them again is not enough to stop them from reforming and continuing their quest for vengeance. (Revenants only last for one year, keep this in mind as they are not suited to every campaign.)
To Kill a Murderer
Revenants have an unrelenting desire for revenge against their killers, almost to the point of ignoring anyone else who was not involved in their murder. This desire for vengeance sometimes spreads to accomplices involved in the murder, but they tend to be less important than their primary target. The magic that revived them is so powerful that it burns out after one year or until their killer or killers are killed or pass on, whichever comes first.
Revenge Fueled Corpses
Revenants arise from the dead to kill their murderers. Appearing as decayed and emaciated versions of their once-living selves, Revenants typically have open festering wounds and drawn, clammy skin covering their flesh. The magic that animates a Revenant was powerful enough to reform their bodies even if they were completely destroyed. Ordinarily, revenants had lifeless eyes but when faced with their murderers their eyes would flare with an unnatural light.
Truly Unique Cases of Undeath
Revenants are a bizarre contraction when it comes to Undead. They do not require sleep, water, or air but still need to eat even if the food is rotten or raw. They are resistant to poison, psychic, and necrotic damage but are not vulnerable to radiant damage and are immune to Holy Water and Turning. Paladins and Clerics that become Revenants are still able to use their holy powers.
Undead that arise with the all encompassing need to track down and kill their murderers. They are so powerful in their drive for vengeance that even destroying them again is not enough to stop them from reforming and continuing their quest for vengeance. (Revenants only last for one year, keep this in mind as they are not suited to every campaign.)
To Kill a Murderer
Revenants have an unrelenting desire for revenge against their killers, almost to the point of ignoring anyone else who was not involved in their murder. This desire for vengeance sometimes spreads to accomplices involved in the murder, but they tend to be less important than their primary target. The magic that revived them is so powerful that it burns out after one year or until their killer or killers are killed or pass on, whichever comes first.
Revenge Fueled Corpses
Revenants arise from the dead to kill their murderers. Appearing as decayed and emaciated versions of their once-living selves, Revenants typically have open festering wounds and drawn, clammy skin covering their flesh. The magic that animates a Revenant was powerful enough to reform their bodies even if they were completely destroyed. Ordinarily, revenants had lifeless eyes but when faced with their murderers their eyes would flare with an unnatural light.
Truly Unique Cases of Undeath
Revenants are a bizarre contraction when it comes to Undead. They do not require sleep, water, or air but still need to eat even if the food is rotten or raw. They are resistant to poison, psychic, and necrotic damage but are not vulnerable to radiant damage and are immune to Holy Water and Turning. Paladins and Clerics that become Revenants are still able to use their holy powers.
Traits
Damage Resistances
Poison, Psychic, or Necrotic
Terms of Existence
The magic that fuels you lasts for one year or until your killer has passed on, whichever comes first.
Undead Existence
You do not require: Sleep, water, or air.
Refuse Aid
The specific nature of your Undead revival prevents you from receiving aid. You cannot benefit from the Help action or be healed by potions administered by anyone but yourself or healing spells cast by anyone but yourself.
Regeneration
At the start of each of your turns you regain hit points equal to your CON modifier (Minimum 1) unless you were dealt Radiant or Fire damage the last turn and have at least 1 hit point.
Rejuvenation
If you die, in 24 hours you can inhabit a new humanoid corpse that has died within 1 month that lies within 1 mile of your resting place. If there are none you pass on. After 24 hours roll 1D4 on a 1 the spirit of the corpse rejects you and you pass on.
Turn and Change Immunity
You are Immune to effects that turn the Undead. Your drive to kill is necessitated by your identity. Spells such as Polymorph or effects that would erase your memories or change your alignment fail.