Huge Celestial (Titan), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., Fly 50 ft., Swim 50 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +18, INT +13, WIS +14, CHA +16
Skills Insight +13, Persuasion +15
Damage Resistances All
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 16
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Dreadful. Bane can use a bonus action to appear dreadful until the start of his next turn. Each creature, that starts its turn within 30 feet of Bane must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn.

The Mighty Bane. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d8 extra damage.

Innate Spellcasting. Bane's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: bane, pass without trace, absorb elements, Arms of Hadar, [Tooltip Not Found]

3/day each: enemies abound, Hunger of Hadar, Spirit Guardians, Blight[Tooltip Not Found], confusion, Elemental Bane

1/day each: Destructive wave, circle of death, Harm, Power word Pain, Maddening Darkness 

Legendary Resistance (3/Day). If Bane fails a saving throw, it can choose to succeed instead.

Magic Resistance. Bane has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bane weapon attacks are magical.

Paralyzing Gaze. Bane can gaze upon a creature causing them to make a wisdom save of 23 or be paralyzed until the end of Bane's next turn.

Regeneration. Bane regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Bane dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Sentinel. When Bane hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.Creatures provoke opportunity attacks from Bane even if they take the [condition]Disengage[condition] action before leaving his reach.When a creature within 5 feet of him makes an attack against a target other than him (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature

Weapon Master. Bane deals a critical hit on a 19-20.  

Actions

Multiattack. Bane makes two melee attacks 

Bane Blade. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 10) Slashing and 9(3d6) necrotic damage If the target is a creature, it must succeed on a DC 16 wisdom saving throw or be [Tooltip Not Found] until the end of Bane's next turn.

Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Horrid Touch (Recharge 5—6). Bane touches one creature within 10 feet of her. The target must succeed on a DC 16 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Black Hand (Recharges 5-6). Melee Weapon Attack: +16 to hit, reach 5 ft. one target. Hit: 22 (3d8+9) necrotic damage and the target must make a constitution saving throw of 15 or take a level of exhaustion  

Reactions

Parry. Bane adds 6 to its AC against one melee attack that would hit it. To do so, Bane must see the attacker and be wielding a melee weapon.

Absorb element. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Legendary Actions

The Bane can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bane regains spent legendary actions at the start of its turn.

Attack. Bane makes one attack.

My power. Bane can cast a at will spell

Energy Drain (Costs 2 Actions). Each creature within 30 feet of Bane must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.

 

 

Monster Tags: Titan

daarcticblaze

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