Revenant

This shambling corpse is twisted and mutilated. Fingers of sharpened bone reach out with malevolent intent.
 

Revenant (CR 6)

Medium Undead
Alignment: Lawful Evil
Initiative: +7
Senses: Darkvision 60 feet, sense murderer; Perception +13
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Hit Points: 76 (9d8+36)
Saving Throws: Fort +7, Ref +6, Will +7
Damage Reduction: 5/slashing
Immunity: cold, undead traits
Spell Resistance: 17
Weaknesses: self-loathing
 

Offense

Melee: 2 claws +14 (1d8+7 plus Grab)
Reach: 5 feet
  Special Attacks: baleful shriek, Constrict (1d6+7)
 

Statistics

StrDexConIntWisCha
24 (+7) 17 (+3) - 7 (-2) 12 (+1) 19 (+4)
Base Attack Bonus: +6
CMB +13 (+17 Grapple)
CMD 26
  Feats: Cleave, Improved Initiative, Step Up, Weapon Focus (claw)
  Skills: Intimidate +16, Perception +13
  Languages: Common
  Special Qualities: reason to hate

 

Special Abilities

Baleful Shriek (Su)

Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a 60-foot spread must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Reason to Hate (Su)

A revenant's existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant's destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.

Self-Loathing (Ex)

When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability.

Sense Murderer (Su)

A revenant knows the direction but not the distance to its murderer-this sense can be blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th these abilities cannot be dispelled.
 

Ecology

Environment: Any Land
Organization: solitary
Treasure: standard

  Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer. Devoid of any compassion, emotion, or logic, a revenant has but one purpose, and cannot rest until it has found vengeance.
  The revenant is a terrifying creature, driven solely by its desire for revenge. It is said that the revenant's soul is bound to its decaying body, unable to move on until its mission is complete.
  Legend has it that the revenant's eyes burn with an otherworldly fire, and its skin is pale and rotting. Its movements are slow and deliberate, but its strength is unmatched.
  Many have tried to defeat the revenant, but none have succeeded. It is said that the only way to stop a revenant is to destroy the object of its hatred, its murderer.
  Some believe that the revenant is a manifestation of the victim's anger and pain, given form by the dark magic of the grave. Others say that it is a cursed soul, doomed to wander the earth until it finds its revenge.
  Whatever its origins may be, one thing is certain: the revenant is a force to be reckoned with. Its relentless pursuit of vengeance knows no bounds, and it will stop at nothing to achieve its goal.
  So beware, for if you have wronged someone and they have died with hatred in their heart, you may find yourself facing the wrath of a revenant. And once it has set its sights on you, there is no escape.