Large unknown, chaotic evil
Armor Class 22 (Plate Armor/ 24 With Shield)
Hit Points 798 (38d10 + 418)
Speed 120 ft., walk 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +15, CON +17, WIS +16, CHA +18
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 29
Languages All Telepath 800 feet
Challenge 27 (105,000 XP)

Corrupted Phoenix Form. Bane can transform into a corrupted Phoenix. The Phoenix has a fly speed of 150ft. and an AC of 24 (natural armor) and is of huge size. 

Innate Spellcasting. Bane's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components :

At will: comprehend languages, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, telekinesis, fireball, invisibility (self only), wall of fire.

3/day each: arcane gate, creation, divine word, etherealness, forbiddance, (un)holy aura, symbol, telepathy, teleport, 

1/day each: meteor swarm, finger of death, disintegrate 

Counter spell: Bane can cast counter spell 3 times per day. Once at 7th level, once at 8th level and once at 9th level. 

Legendary Resistances: 5/day. If Bane fails a saving throw he can choose to pass it automatically. 

Siege Monster (Phoenix form only): Bane deals double damage to objects and structures.

Flamming Form (Phoenix form only): Bane can move through a space as narrow as 1-inch wide without squeezing. Any creature that touches Bane, or hits it with a melee attack while within 5 feet of him takes 5 (1d10) fire. In addition, Bane can enter a hostile creature's space and stop there. The first time he enters a creature's space on a turn, that creature takes 5 (1d10) fire. With a touch, bane can also ignite flammable objects that aren't worn or carried (no action required). 

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

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

Boon of War. Allies who start their turn within 120 feet of Bane gain
a +2 bonus to attack rolls ,a +10 bonus to damage rolls, and gain 30 temporary hit points (once per short rest).

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

Actions

Multiattack. Bane attacks three times with his longsword (humanoid form only), or with his daggers (humanoid form only) or two claw attacks (Phoenix form only) and one bite attack (Phoenix form only) he can substitute one attack with his Horrid Touch or Black Hand.

Longsword. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) or, 19 (2d10 + 8) if used two handed, slashing damage, plus 36 (8d8) necrotic damage.

Void Daggers. RangedWeapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage, plus 36 (8d8) necrotic damage.

Claws (Phoenix form only). Melee weapon attack: +17 to hit, reach 20 ft., one target. Hit 17 (2d6 + 10) slashing damage, plus 17 (2d8 + 8) fire damage, plus 17 (2d8 + 8) necrotic damage.

Bite (Phoenix form only). Melee weapon attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 +10) piercing damage plus 11 (3d6) necrotic damage.

Horrid Touch (Recharge 5 - 6). Melee weapon attack: +16 to hit, reach 10 ft. (20 ft. in Phoenix form), one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for one 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.

Black Hand (Recharges 5-6). Melee Weapon Attack: +16 to hit, reach 10 ft. (20 ft. in Phoenix form), one target. Hit: 66 (10d12) necrotic damage and
the targets speed is reduced in half and they cannot regain hit
points for 1 day. The target can make a DC 22 Constitution
saving throw at the end of its turn, ending the effects on itself on a
success, or taking an 45 (10d8) necrotic damage on a failed save.

Teleport. Bane magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. 

Legendary Actions

Bane can take 5 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 his turn. 

Teleport. Bane uses his teleport action.

Attack. Bane makes an attack action.

Regenerate. Bane regenerates 20 hit points.

Spell casting (Costs 2 Actions). Bane casts an at-will spell.

Black Hand (Costs 3 Actions). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 66 (10d12) necrotic damage and
the targets speed is reduced in half and they cannot regain hit
points for 1 day. The target can make a DC 22 Constitution
saving throw at the end of its turn, ending the effects on itself on a
success, or taking an 45 (10d8) necrotic damage on a failed save.

Description

The corrupted avatar of the God of War and chaos. He appears as a fit human with black marks coursing across his face. Beneath his cloak, he wears dented and damaged plate armor, his symbol on his chest. 

 

Lair and Lair Actions

After returning from the Negative Plane, Bane found little pleasure in the pleasures of the material plane. Bane's lair is a simple throne room on the top of a tall tower. On the wall hangs his armor. 

Lair Actions

On initiative count 20 (losing initiative ties), Bane takes a lair action to cause one of the following effects; Bane can’t use the same effect two rounds in a row:

  • 1d4 +4 skeletons rise from the dead inside of the lair.
  • Bane opens a rift to the Negative plane in the ground at a point he can see within 120ft of him. The energy fills a cube, 10 feet on each side, centered on that point. Each creature in that area mus succeed on a DC 21 Constitution saving throw or take 28 (8d6) necrotic damage
  • Bane casts the Banishment spell
  • Bane targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Dexterity saving throw or be restrained for 1 minute as dark hands burst from the air around them. The target can end the effect on itself if it deals any damage to one or more of its allies and may attempt to pass the save at the end of each of its turn.

 

inexperienceddm

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