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Revener

by Jamie Baty

RC 202
Medium Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armour Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +7/+8
Attack: Claw +10 melee (1d4 +1 + Sensory deprivation)
Full Attack: Claw +10 melee (1d4 +1+ Sensory deprivation)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Sensory deprivation
Special Qualities: Damage reduction 10/magic, darkvision 60ft.
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 13, Dex 17, Con 19, Int 10, Wis 10, Cha 17
Skills: Concentration +9, Hide +6, Intimidate +8, Listen +5, Move Silently +6, Spot +5
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: Any underground
Organisation: Solitary, or Covey (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

The creature before you looks like a human with wild, long wild hair. But its hands are skeletal, and it has a malevolent look in its eyes.

A revener is an odd creature, not undead, not quite human. It can be found in underground areas, particularly crypts. It prefers the cover of darkness. It may speak any local languages, but usually has no desire to communicate and will attack without delay.

Combat
Using darkness as an aid, a revener will attempt to surprise it foes. It will attack ferociously, but will flee if overmatched.

Sensory Deprivation (Su): When a revener hits a victim, the victim must make a fortitude save vs DC18 (Cha based). Failure indicates the victim permanently loses one sense. Success indicates one sense is temporarily lost for 2d6 rounds. The lost sense may be chosen or randomly determined; subsequent hits always drain different senses. Restoration spells will restore one lost sense per spell.
The effects of sensory loss are below:
Taste: Victim cannot identify tastes (such as potions).
Smell: Victim is immune to vile odour effects, but suffers a - 2 penalty to any spot checks to detect hidden creatures.
Hearing: Victim becomes deaf.
Touch: Victim's Dexterity drops by 4 points and cannot find secret doors.
Sight: Victim is blinded.
Sixth Sense: Victim may not use ESP, crystal balls, telepathy or similar extra-sensory magical effects.

Damage Reduction (Su): A revener has damage reduction 10/magic.