Innate Spellcasting. Bane Claw’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bane Claw can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, Bane
Magic Resistance. Bane Claw has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bane Claw’s weapon attacks are magical.
Regeneration. Bane Claw regains 20 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. Bane Claw makes three attacks:
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
Jab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.
Cross. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Description
a new challenger has arrived
Comments