It is said that a revenant is the body of the deceased that are so lost in rumination that even death cannot claim them. It is believed that most revenants are formed from a tragic, unexpected death and that is usually a result of a gruesome murder. They have a deeply unfinished business, a revenge that must be settled, and they cannot rest until it has been completed. While physically they are similar to ghouls and zombies, they are more noticed because they will dress in newer clothing and communicate. They can typically be found in a location connected to their unfinished purpose -  where they died, where their killer lives, or where something they loved was left behind.

Runic Element
Death
Affinity
Death
Strong
Time
Weak
Life
Runic Element Info
Double runic energy for magic attacks done against those of the time element.
20% chance for immunity to death and time magic attacks
Immune against poison.
Death magic heals Revenants.
Alignment
Depends
Light Points
0
Dark Points
0
Order Points
0
Chaos Points
0
Alignment Info & Modifiers
Their alignment depends on their purpose and how they were before death
Vitality
50
Gen D.
N/A
Save
0
Full
50
Soul
30
Gen D.
N/A
Save
0
Full
30
Power
35
Gen D.
N/A
Save
0
Full
35
Physical
1d6*
Magic
3d6*
Armor
Defense
3*
Armor
Spirit
5*
+ 2d6 natural physical and magical armor; +2 natural armor defense; +4 natural armor spirit
* Armor choice up to GM, revenant wearing whatever armor they died in
Evade
2
 
Modifiers
-2 (rigor mortis)
Fortitude
20
20
Immunity
1
Endure
1
Defense
1
Health
1
Breath Holding
1
Brace
1
Stamina
1
Put info here
Intellect
18
18
Runic Speed
1
Focus
1
Arcana
1
History
1
Nature
1
Religion
1
Spiritual Balance
1
They can speak, reason, and even negotiate, but nothing will turn them from their goal.
Wisdom
20
20
Perceive
1
Survival
1
Insight
1
Medicine
1
Mental Balance
1
Spirit
1
Runic Power
1d12
Put info here
Strength
28
28
Weight Limit
560 lbs
Athletics
4
Grip
4
Critical
4
Throw Range
1d12+2
Offensive Power
1d12+2
+2 to all checks (supernatural strength);
+4 to Offensive Power (supernatural Strength
Speed
17
17
Acrobatics
1
Initiative
1
Move
1d10
Stealth
1
React
1
Bow Power
1d10
Due to rigor mortis, revenants have a -2 to Acrobatics and React
Charisma
14
14
Influence
0
Deception
0
Intimidate
0
Perform
0
Persuade
0
Luck
0
Charm
0
Put info here

Equipment

Slot Item Attack Parry Range Evade Mod Defense Notes
Body Fur Gambeson1 -- -- -- 0 Physical: 1d6; Magical: 3d6;
Defense: 3; Spirit: 5
potential armor choice, up to GM to decide armor

Revenants are also able to use and equip weapons, the weapon - if any - is up to the GM.

  • 1. Revenants may also be wearing whatever armor
    they died in, this armor is just one of many they could be wearing

Natural Attacks

Attack Damage Range Effects
Death Grip 2d6 + Offensive Power 1 space affecting 1 target Target makes Hard Brace check or is slammed against the nearest surface for +1d6 additional damage.
Death Gaze N/A 1 target in line of sight within 6 spaces The revenant fixes its gaze on one target within 6 spaces. Target makes Normal Mental Balance check or is Frozen in place for 1d4 rounds (cannot move or take actions, but can still defend). Costs: 6 Soul

Skills & Abilities

Skill Type Stat Cost Range & Area Duration Roll Check Effects
Supernatural Strike ⚔️ Attack Action 4 Soul 1 space affecting 1 target instant Normal Arcana Strike infused with death energy - deals Offensive Power + 1d8 death magic damage that bypasses Physical Armor entirely (only Magical Armor and Spirit educe this damage).

Revenants would also possess any skills that they would have had in life. Any additional skills are determined by the GM.

Behavior & Combat Notes

A revenant has one goal. Everything else is irrelevant. It will not attack bystanders unprovoked, will not loot, will not stop to feed. It moves directly toward whatever or whoever its purpose demands. If a party gets in its way it will remove them - methodically, intelligently, without
anger. It is not hateful. It is simply unstoppable.

The most effective approach is to reason with it - not to stop it, but to help it complete its purpose faster. A revenant whose murderer is already dead may not know this. A revenant seeking to protect someone may be redirected if that person is safe. Discovering the revenant's purpose and helping fulfill it is usually easier and safer than destroying it - especially since physical destruction only delays it by 1d4 days (at which time it has returned).

Unlike zombies and ghouls, revenants retain full intelligence, memory, and personality - they are who they were in life, minus everything except their singular purpose. They can speak, reason, and even negotiate, but nothing will turn them from their goal. A revenant that has completed its purpose is immediately released to Spector's domain.

Special Notes

  • Undying (Enhanced): A revenant cannot be permanently destroyed unless its purpose is fulfilled or a Kymara cleric uses their full soul-freeing ability on it. Destroying it physically causes it to reform within 1d4 days unless the above conditions are met.
  • Full Intelligence: Revenants retain full memories, skills, and personality from life. They can use any skill or ability they knew while alive at GM discretion.
  • Immune to Fear, Poison, Disease: Same as zombie.
  • Life Magic Vulnerability: Same as zombie.
  • Argentum Weakness: Same as zombie.
  • Supernatural Strength: Strength is always treated as 4 points higher than its listed value for purposes of Athletics, Grip, and damage calculations.
  • Purpose Lock: Revenants cannot be persuaded, bribed, or magically compelled to abandon their purpose.
    Charm, Influence, and Intimidate have no effect.

Encounter Size: 1  |  XP Reward: 2d20  |  Challenge Level: Hard

Loot & Spoils

Type Item / Amount Notes
Material 1/4 lb Onyx Normal Luck check causes Onyx to drop, a material known to be connected to the element of death
Material 1/4 lb Black Ylem Normal -2 Luck causes Black Ylem to drop, symbolizing the revenant's calling into the world of the living
Material
1/4 lb Gray Ylem Challenging Luck causes Gray Ylem to drop, symbolizing the revenant's calling into the world of the living
Material
1/4 lb Silver Ylem Hard Luck causes Silver Ylem to drop, symbolizing the revenant's calling into the world of the living
Alchemical Ingredient Revenant Ashes
 Ashes mixed with memory, the remains of a revenant that completed its mission.
Equipment Any equipment Any equipment the revenant may possess.
XP Reward 2d20 XP 2d20 XP per revenant