Fey Revenant

Fey Revenant

Large fey, lawful evil
Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
14 (+2) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 14 (+2)

Saving Throws Dex +7
Skills Perception +5, Stealth +7
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common, Elvish, Umbral
Challenge 8 (3,900 XP)

Magic Resistance. The fey revenant has advantage on saving throws against spells and other magical effects.

Shadow Sight. Magical darkness doesn’t impede the fey revenant’s darkvision.

Shadow Traveler (4/Day). As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.

Spider Climb. The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Thorn Body. A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

Traveler in Darkness. The fey revenant has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.


Multiattack. The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen’s Grasp in place of one shortsword or longbow attack.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.

Queen’s Grasp. Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage).

Poison Jet (Recharge 5-6). The fey revenant sprays poison in a 60-foot line that is 5 feet wide from a stinger on its insect body. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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