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Voorhees

Voorhees is an ancient warrior who’s bloodlust was so strong that he slaughtered an entire army. After that he brutally killed his own army and kept going. Eventually his aggression was so great that several great warriors banded together to defeat him. Unbeknownst to them his soul jumped into one of the wounded. Several weeks later when the warrior was close to death they both became what is known as a revenant. The first person to enter the room will earn the Revenants ire and he will track that person for the rest of the campaign. Medium undead, neutral Armor Class 13 (leather armor) Hit Points 136 (16d8 + 64) Speed 30 ft STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) Saving Throws Strength +7, Constitution +7, Wisdom +6, Charisma +7 Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 13 Languages whatever languages it knew in life Challenge 5 (1800 XP) Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. ACTIONS Multiattack. The revenant makes two Fist attacks Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. REACTIONS Vengeance. The revenant can designate a creature it can see who deals damage to it as the target against which it has sworn vengeance.   The revenant is a creature with a soul stuck in a body, basically. Usually the body is dead or near dead and is animated solely by the hatred of the soul inhabiting it, which is usually that of a spirit seeking restitution and vengeance for some wrong from its time living. Revenants can also form when one refuses to pass on as per an afterlife, and instead become trapped in the material realm with no real tethered body. Thus, they take uninhabited shells for their own use until it breaks. Revenants are not evil undead and retain their mind from when they were alive, though often with amnesia or loss of emotion.

Physical Description

Body Features

Voorhees is a large muscular body riddled with scars and sewn together body parts. A metal mask covers his face and glowing orange eyes can be seen beneath. His right hand is a large metal scythe and it’s rusty and caked with old blood. He stands almost seven feet tall and wears a ragged tunic and cut up leather pants.
Children

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