Revenant, Doom (5e Creature)
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Medium undead (demon), chaotic evil
Damage Resistances cold; fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Brutal Fortitude. The first time the revenant takes a critical hit, it is treated as a normal hit. When this occurs, its lower spine is severed. This reduces its speed to 20 feet and it can no longer make slam attacks. The revenant's legs wander off somewhere and are harmless.
Jetpack. The Revenant has an extra +6 to dodge attacks
Mulitattack. The revenant makes two punch attacks.
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (17) 3d8 + 4 bludgeoning damage.
Rocket. The revenant fires a rocket at a point up to 120 feet away. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throws, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one.
Guided Missile (Recharge 5–6). The revenant fires a guided missile at a creature it can see within 120 feet. The targeted creature must make a DC 15 Dexterity saving throw. The missile explodes on a failed save. On a success, the missile does not explode but continues flying: the targeted creature must repeat the saving throw at the start of the revenant's next turn. The missile does not continue flying a second time, and explodes regardless.
An exploding revenant missile deals 22 (5d8) piercing damage on a failed save and half as much on a success. Creatures within 10 feet of an exploding missile must also make a DC 15 Dexterity saving throw and take this damage.
A revenant is a human that was killed in battle, but reanimated by Argent Magic and given experimental armor and weapons by the corrupted UAC. They bear all the wounds that killed them originally, often the means they have exposed bones, muscle and guts. Revenants are sometimes even equipped with a thrust pack, allowing them to fly around a battlefield.