13 (leather armor)
136 (16d8+64)
walk 30 ft.
Str +7, Con +7, Wis +6, Cha +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft.
the languages it knew in life
5
Sir Godfrey regains 10 hit points at the start of its turn. If Sir Godfrey takes fire or radiant damage, this trait doesn't function at the start of Sir Godfrey's next turn. Sir Godfrey's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
When Sir Godfrey's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Sir Godfrey is immune to effects that turn undead.
Sir Godfrey knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Sir Godfrey are on different planes of existence. If the creature being tracked by Sir Godfrey dies, Sir Godfrey knows.
Sir Godfrey makes two fist attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which Sir Godfrey has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Sir Godfrey can grapple the target (escape DC 14) provided the target is Large or smaller.
Sir Godfrey targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Sir Godfrey deals damage to it, or until the end of Sir Godfrey's next turn. When the paralysis ends, the target is frightened of Sir Godfrey for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Sir Godfrey, ending the frightened condition on itself on a success.
Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.