Petrichor Revenant
Armor Class 15 (cracked basalt hide)
Hit Points 52 (8d8+16)
Speed 30 ft.
Saving Throws Dex +5, Wis +3
Skills Stealth +5, Survival +3, Perception +3
Damage Resistances fire; lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Primordial
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Bonus Actions
Reactions
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"You called it weather. I called it the only mercy I had left." โ Ash-of-the-First-Rain
Lore & Description
Appearance
A Petrichor Revenant resembles a lean humanoid sculpted from black volcanic stone, its surface slick as if perpetually touched by the first drops of a storm. Pale blue light glows through cracks in its chest, throat, and long fingers. Its head has no eyes or mouth, only a shallow, rain-worn depression where a face should be. Wherever it walks, dust darkens, hot stone cools, and the unmistakable smell of rain rises from the ground.
Behavior & Origins
The first Petrichor Revenants formed when a place of intense heat, grief, and long-awaited rain gave its longing a body. They remember being nothing more than a scent carried on wind, and resent every creature that treats rain as a blessing without understanding what the drought cost. Each revenant is slowly becoming something else: a storm spirit, a living fault line, or perhaps a person. The transformation is painful and inevitable, and the creature knows that whatever emerges may no longer share its grievance. One such revenant, called Ash-of-the-First-Rain, haunts the abandoned kiln-town of Veyr, seeking the person who sealed its spring beneath a palace foundation.
Running Petrichor Revenant
Tactics
The revenant opens with Bitter Downpour if it can catch several foes, then uses Vapor Step to appear beside an isolated target. It marks one enemy with Scalding Grasp while using Claim the Stone to control escape routes and force prone positions. When bloodied, it becomes more reckless, pressing attacks against whoever destroyed or profaned the place of its birth; it flees only if reduced below 10 hit points, unless confronted with evidence that its grievance was manipulated.
DM Tips
- Telegraph its presence with the smell of rain in a dry room, dark footprints on hot stone, and faint thunder heard through solid walls.
- Give the revenant a soft, exhausted voice and have it pause before speaking, as though translating sensations into words.
- For a weaker party, remove the fire damage from Scalding Grasp and reduce Bitter Downpour to 3d6 damage; for a stronger party, let Vapor Step recharge on a 5-6.
- The fight can end without death if the characters uncover who buried the spring or promise to restore it.
Loot
- Rain-Black Heartstone — A warm fragment of the revenant's chest that smells of wet pavement. Once per long rest, a creature holding it can create a 10-foot-radius patch of natural rain for 1 minute.
- Veyr's Sealing Nail — A rusted iron spike engraved with the name of the architect who buried the spring. It remains faintly warm and points toward the sealed water source.