Fey Revenant
Large Fey lawful evil
- Armor Class: 19 (natural armor)
- Hit Points: 161 (17d10+68)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2, page 150
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
18 (+4) |
18 (+4) |
10 (+0) |
14 (+2) |
14 (+2) |
- Saving Throws: Dex +7
- Skills: perception +5, stealth +7
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Common, Elvish, Umbral
Special Abilities
- Magic Resistance: The fey revenant has advantage on saving throws against spells and other magical effects.
- Shadow Sight: Magical darkness doesn't impede the fey revenant's darkvision.
- Shadow Traveler (4/Day): As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait.
- Spider Climb: The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Sunlight Sensitivity: While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
- Thorn Body: A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.
Actions
- Multiattack: The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack.
- Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.
- Longbow: Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.
- Queen's Grasp: Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage).
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