Stat block in English

Metal-Head Revenant

2014

Medium undead, neutral


Armor Class 13

Hit Points 153 ()

Speed 30 ft.

Initiative


STR
18
DEX
14
CON
18
INT
13
WIS
16
CHA
18

Saving Throws Str +7, Con +7, Wis +6, Cha +7

Damage Resistances necrotic, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses darkvision 60 ft., passive Perception 13

Languages the languages it knew in life

Challenge 5 (1,800 XP)


Actions

Multiattack. The revenant makes two fist attacks.

Fist. Melee Weapon Attack: , reach 5 ft., one target. Hit: bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Screaming for Revenge (Recharge 5-6). The revenant can emit a howling scream that deafens and damages those nearby. All creatures within 30 feet must make a DC 15 Constitution saving throw, taking thunder damage and becoming permanently deafened on a failure. On a success, the creature takes half damage and isn't deafened. A creature against which the revenant has sworn vengeance makes the saving throw with disadvantage.

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.

Ready to roll initiative with Metal-Head Revenant?

Free D&D 5e combat tracker · real-time initiative · no signup

Start Combat →