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Petrichor Revenant

Medium Elemental, Neutral


Armor Class 15 (cracked basalt hide)

Hit Points 52 (8d8+16)

Speed 30 ft.

STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 13 (+1)
CHA 15 (+2)

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


Scent of the First Rain. A 10-foot aura of wet stone and ozone surrounds the revenant. A creature that starts its turn in the aura must succeed on a DC 13 Constitution saving throw or be unable to benefit from invisibility until the start of its next turn. The revenant can identify any creature within the aura by scent, even if that creature is hidden or unseen.
Born from Heat. The revenant can move through spaces as narrow as 1 inch without squeezing. It can also move across difficult terrain made of stone, rubble, or mud without extra movement.
The Shape Is Failing. When the revenant is reduced to 26 hit points or fewer, its body splits into glowing seams and releases a burst of rain-scented vapor. Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one. This trait can trigger only once.

Actions

Multiattack. The revenant makes two Scalding Grasp attacks.
Scalding Grasp. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 3 (1d6) fire damage. The target is marked by a dark, wet handprint until the end of the revenant's next turn. The next attack roll made against the marked target has advantage.
Bitter Downpour (Recharge 5-6). The revenant condenses the scent of rain into a violent sheet of vapor in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much on a successful one. On a failed save, a creature is also pushed up to 10 feet away from the revenant.
Claim the Stone. The revenant targets one stone, brick, or earthen surface within 30 feet. Until the end of the revenant's next turn, the surface becomes slick with condensed rain. The area in a 10-foot radius around that point is difficult terrain, and the first creature entering it on a turn must succeed on a DC 13 Dexterity saving throw or fall prone.

Bonus Actions

Vapor Step. The revenant dissolves into fragrant mist and teleports to an unoccupied space within 20 feet that touches stone, earth, or mud. Until the start of its next turn, it has advantage on Dexterity (Stealth) checks.

Reactions

Against the Sun. When the revenant takes fire damage, it halves that damage and moves up to 10 feet without provoking opportunity attacks. It can use this reaction once per round.

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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.

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Petrichor Revenant

Generation Info

Original prompt:
"CR 3: The smell of rain on hot stone, given form and a grievance. It is slowly becoming something else, and knows it."

Created: Oct 17, 2026
Modified: Oct 26, 2026

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