Large Celestial (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 560 (39d10 + 170)
Speed 30 ft., Fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +11, CON +14, WIS +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Fear Aura. Any creature hostile to Bane that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Bane is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bane's Fear Aura for the next 24 hours.

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

Magic Weapons. Bane's weapon attacks are magical.

Innate Spellcasting. Bane's spellcasting ability is Charisma (spell save DC 21). Bane can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire, bane

1/day: true polymorph (young red dragon)

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

Actions

Multiattack. Bane makes four attacks: two with his fists/legs one with his Greatsword, and one with his wings.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Bilateral Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 8) slashing damage. Roll a d20, on a 1-10 add plus 14 (4d6) fire damage. On a 11-20, the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 17 (5d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wing Attack. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10+8) bludgeoning damage.

 

Reactions

Counterspell. Due to his incarnation through Daryeth, Bane can cast counterspell 5 times per day at 4th level.

Legendary Actions

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 his turn.

Bilateral Greatsword Attack. Bane makes one attack with his Bilateral Greatsword.

Fireball. Bane casts fireball once.

Summon Hell Hound (Costs 2 actions). Bane summons up to 1d4 Hell Hounds up to 60 feet away from him. Bane can only have a maximum of 4 Hell Hounds summoned at one time. The Hell Hounds act on their own initiative turn.

Lair and Lair Actions

Teleport. Bane can teleport 60 feet in any direction.

Warriors Pain. Bane sends out a negative pulse-wave in a 120 foot sphere. Each creature in that range takes 1d4+2 necrotic damage and Bane heals half of the damage he delivered. Each creature must make a Charisma saving throw DC 14. On a failed save, the creature cannot heal until the start of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2020 12:52:14 AM
4
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10/21/2020 12:06:42 PM
65
1
2
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12/20/2020 5:54:16 AM
33
2
3.2
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Monster Tags: Devil

Bugger_Gaming

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