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*Dungeons & Dragons
using a revenant
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<blockquote data-quote="Jaelommiss" data-source="post: 6766626" data-attributes="member: 6775925"><p>Minor correction on the math: the paralyzed condition from Vengeful Glare would end after the first attack. Since the second punch wouldn't autocrit, that's only 18d6 damage.</p><p></p><p>Personally, I think that a revenant would present an interesting challenge to your players. At worst a character ends up dying. If I didn't use monsters because it might kill a PC I might as well chuck out half the monster manual. Most players are entirely unprepared for enemies that can't be defeated purely through HP damage. This will be a radically different creature to what your players are used to. </p><p></p><p>There are a few ways that they could stop it. Per the MM, a revenant only has one year to get revenge. If they manage to lock it away then they would be safe, assuming it is unable to destroy its own body in that time. Using magic to trap its soul would prevent it from rising in a new body. I'm a huge fan of giving players obstacles that I can't see a solution to because I know that their collective brainpower will manage to find a solution that I overlooked.</p><p></p><p>In game, I would run the revenant a few ways:</p><p>-The characters see the revenant slowly shambling towards them. They recognize it as the half ogre that they slew. They will most likely attack it at range until it goes down. I'd keep it down to regenerate the first time.</p><p>-The characters see the half ogre chasing them again. It again follows them slowly. This time when they defeat it, it will continue standing up to fight as long as it can regenerate. They may decide to run away quickly if they cannot find its weakness. Several hours later (probably when they camp for the night) it shows up again if not destroyed. It chases them slowly and endlessly until they manage to overcome its regeneration. During this time the players will likely learn of its Vengeful Glare.</p><p>-The third time it shows up it will be in a new body, but keeping its original voice so they can recognize it. This should come as a surprise and convince them that this is a serious threat that they need to deal with. The bonus damage vs sworn target would likely come up here. If players ask about identifying this creature I would require a DC 20 religion check to know its name, DC 25 to know that it endlessly chases a sworn enemy, DC 30 to know that it only has a year to succeed. Further knowledge will require dedicated study.</p><p>-Every few (2d6?) days the revenant attacks the party. After failing twice more, it learns to hang back and observe them. It decides to only strike when the party is distracted or unable to flee (such as after they leave a dungeon and are trying to rest). </p><p>-After being defeated a half dozen times, it attempts to contact one of the characters it has not sworn to destroy. It will try to convince them to give up the marked targets or to help it next time.</p><p>-After being defeated a dozen times, or if it is no longer threatening alone, it starts recruiting allies to help it. From here the attacks will escalate if they do not manage to contain or destroy the revenant.</p><p>-To top it all off, I would not award XP for slaying it until it is permanently destroyed. When they finally triumph, I would award the XP (1800) multiplied by the number of times they had to slay it before finally rendering it harmless, or 1800 if they decided to run to the middle of nowhere and wait it out.</p><p>-I would wait until the party was level 5 before it first catches up with them. You were right in saying that level four characters just aren't tough enough to survive reliably.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6766626, member: 6775925"] Minor correction on the math: the paralyzed condition from Vengeful Glare would end after the first attack. Since the second punch wouldn't autocrit, that's only 18d6 damage. Personally, I think that a revenant would present an interesting challenge to your players. At worst a character ends up dying. If I didn't use monsters because it might kill a PC I might as well chuck out half the monster manual. Most players are entirely unprepared for enemies that can't be defeated purely through HP damage. This will be a radically different creature to what your players are used to. There are a few ways that they could stop it. Per the MM, a revenant only has one year to get revenge. If they manage to lock it away then they would be safe, assuming it is unable to destroy its own body in that time. Using magic to trap its soul would prevent it from rising in a new body. I'm a huge fan of giving players obstacles that I can't see a solution to because I know that their collective brainpower will manage to find a solution that I overlooked. In game, I would run the revenant a few ways: -The characters see the revenant slowly shambling towards them. They recognize it as the half ogre that they slew. They will most likely attack it at range until it goes down. I'd keep it down to regenerate the first time. -The characters see the half ogre chasing them again. It again follows them slowly. This time when they defeat it, it will continue standing up to fight as long as it can regenerate. They may decide to run away quickly if they cannot find its weakness. Several hours later (probably when they camp for the night) it shows up again if not destroyed. It chases them slowly and endlessly until they manage to overcome its regeneration. During this time the players will likely learn of its Vengeful Glare. -The third time it shows up it will be in a new body, but keeping its original voice so they can recognize it. This should come as a surprise and convince them that this is a serious threat that they need to deal with. The bonus damage vs sworn target would likely come up here. If players ask about identifying this creature I would require a DC 20 religion check to know its name, DC 25 to know that it endlessly chases a sworn enemy, DC 30 to know that it only has a year to succeed. Further knowledge will require dedicated study. -Every few (2d6?) days the revenant attacks the party. After failing twice more, it learns to hang back and observe them. It decides to only strike when the party is distracted or unable to flee (such as after they leave a dungeon and are trying to rest). -After being defeated a half dozen times, it attempts to contact one of the characters it has not sworn to destroy. It will try to convince them to give up the marked targets or to help it next time. -After being defeated a dozen times, or if it is no longer threatening alone, it starts recruiting allies to help it. From here the attacks will escalate if they do not manage to contain or destroy the revenant. -To top it all off, I would not award XP for slaying it until it is permanently destroyed. When they finally triumph, I would award the XP (1800) multiplied by the number of times they had to slay it before finally rendering it harmless, or 1800 if they decided to run to the middle of nowhere and wait it out. -I would wait until the party was level 5 before it first catches up with them. You were right in saying that level four characters just aren't tough enough to survive reliably. [/QUOTE]
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