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.
20% chance for immunity to death and time magic attacks
Immune against poison.
* Armor choice up to GM, revenant wearing whatever armor they died in
+4 to Offensive Power (supernatural Strength
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 |
