Medium Undead, Chaotic Neutral
Armor Class 14 Torn Clothes
Hit Points 300 (1d4 + 298)
Speed 30 ft., Fly 60 ft.
STR
27 (+8)
DEX
23 (+6)
CON
24 (+7)
INT
11 (+0)
WIS
13 (+1)
CHA
22 (+6)
Saving Throws STR +10, DEX +8, CHA +8
Skills Acrobatics +8, Athletics +8, Intimidation +16
Damage Resistances Cold, Fire, Force
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Truesight 20 ft., Passive Perception 14
Languages Abyssal, Common
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Nightmares. When a creature falls unconscious by one of Bane's attacks before they wake up an Alternate version of Bane will jumpscare the creature about to awake causing them to be afraid of Bane for 1d4-2 turns before returning to normal.

Weight of the Sins. Any creature in initiative aside from Bane feels the weight of their sins making them hesitant to fight if they have committed enough sins.

Stamina. At the start of initiative Bane's Stamina counter is set to 220. Bane regains 1 Stamina each time he takes his turn in Phase 1. He teleports or sidesteps out of the way when he would be hit while he still has Stamina. If it would go into the negatives it acts like it is at zero. He can not lose 35 or more Stamina at once, if Bane would do more than that he only loses 35 Stamina.

Phase 1. Phase 1 is active until the Stamina counter reaches zero. While Phase 1 is active Bane Does not take damage instead when he would be hurt, half the total damage and subtract that from the Stamina Counter. Bane cannot use Legendary Actions until Phase 3.

Phase 1.5. Once the Stamina counter reaches zero Bane doesn't attack until he is attacked again or until 3 of his turns have passed after the Stamina counter reaches zero, instead he just blames the party for what happened to him, but he won't back down.

Phase 2. Phase 2 activates once Bane's Stamina counter reaches zero. Bane can now be damaged but takes a forth rounded down of the total damage. He can also use attacks that require him to be in Phase 2.

Phase 3. Phase 3 activates once Bane has been damaged 4 times or taken 50 or more damage. Bane now takes normal damage. Bane can now use his Legendary Actions and attacks that require Phase 3.

Phase 4. Phase 4 activates once Bane has used all of his reactions from phases 2 and 3. Bane's armor class is raised to 17 and gains 85 temporary hit points. Bane can now use attacks that require Phase 4 and gains an extra bonus action per turn.

Phase 5. Phase 5 activates once the 85 temporary hit points have been used. Bane can use attacks that require Phase 5.

Phase 5.5. Phase 5.5 activates once Bane's hitpoints drop to zero or less. Bane regains 1 hit point and can use attacks that require Phase 5.5 and loses Legendary and bonus actions, reactions, and his AC is dropped to 0.

Phase 6. Phase 6 activates once Bane's hit points reach zero again, Bane can use Shot in the Dark once before turning to dust and dying.

The Killer's Determination. If Bane dies before phase 4 or 5, Bane regains 1 Hit point and 40 temporary hit points and refuses to die.

Actions

GET READY FOR ONE HELL OF A RIDE YOU SINNERS.

Revolver. Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 16 (3d10 + 1) piercing damage. As a bonus action, Bane can shoot again with +2 to hit. Costs 7 Stamina to use in Phase 1, The bonus action costs 4 Stamina. 

Bone Sword. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit:  19(2d6 + 13) slashing or piercing damage. Costs 9 Stamina to use in Phase 1. In Phase 4-5.5, this attack does 27 (6d6+12) slashing damage instead.

Flames. Bane creates a 4ftx4ft circle of flames around a creature within sight on touch they deal 2d4+1 fire damage. If they are used inside Red Mist it causes an explosion dealing 7d6+2 fire damage and 1d4 force damage. Costs 3 Stamina touse in Phase 1.

Chaotic Blow. (Phase 2) (Recharge 3-4) All other creatures in initiative must make a DEX saving throw, if they get 1-5 they take 9d6 fire damage, if they get 6-10 they take 5d4 force damage, if they get 11-15 they take 1d6 slashing damage, if they get a 16-19 they take 1d4 poison damage, if they get 20-21 they take no damage, if they get 22 or above they take 1d100 force damage plus another 2d10 if they take 10 or less damage while taunting the target for thinking good luck will save them.

Multiattack. (Phase 2) Bane can use Bone Sword and Revolver in one turn.

Slash. (Phase 2) (Recharge 4-5) (5 Use) +3 to hit, range 60ft., one target. Hit:  The creature that is hit must make a CON saving throw with advantage, on a fail they become prone and unconscious, on a success they take 3d4 slashing damage. This can only be used five times. This can be used as a bonus action once every two turns. If the target gets a 22 or higher on their saving throw it counts as a fail and Bane tells the target that not even good luck will save them. This can only be used five times.

Multiattack. (Phase 3) Bane can use Mist, Red Bones, and Bone Sword or Revolver in one turn.

Red Mist. (Phase 3) (Recharge 3-4) A heavy red mist fills an 80ftx80ftx80ft cube for 2 of Banes turns. While the mist is active Bone Sword and Revolver have a bonus +1 to hit and Bane gains an extra 3 AC. Bane can see through the mist but other creatures cannot, making it easier for Bane to hit them and harder for them to hit Bane. Truesight can see through the mist.

Red Bones. (Phase 3) -6 to hit, range 80ft, up to 4 targets., Hit: (4d4) force damage. If this is used while Red Mist is in effect it has +9 to hit instead and deals 5d4+2 force damage.

Multiattack. (Phase 4) Bane can use Dragon's Skull Twice and Revolver or Bone Sword or Flames once in one turn or Red Mist Once and Red Bones Twice or Revolver Twice and Divide the Gravity Once.

Dragon's Skull. (Phase 4) (3-4 Recharge) Bane summons a floating adult dragon skull of any kind, then it uses its breath weapon before disappearing.

*Acid Breath, each creature in a 60ft line that is 5ft wide must make a DC 18 Dex saving throw, taking 54 (12d8) acid damage or half as much on a success.

*Lightning Breath, each creature in a 90ft line that is 5ft wide must make a DC 19 Dex saving throw, taking 66 (12d10) lightning damage or half as much on a success.

*Sleep Breath, each creature in a 60ft cone must make a DC 18 Con saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses a action to wake them.

*Repulsion Breath, each creature in a 30ft cone must make a DC 19 Str saving throw, on a failed save, the creature is pushed 60ft away from the skull.

*Poison Breath, each creature in a 60ft cone must make a DC 18 Con saving throw, taking 56 (16d6) acid damage or half as much on a success.

*Fire Breath, each creature in a 60ft line that is 5ft wide must make a DC 21 Dex saving throw, taking 63 (18d6) acid damage or half as much on a success.

*Cold Breath, each creature in a 60ft cone must make a DC 20 Con saving throw, taking 58 (13d8) acid damage or half as much on a success.

*Paralyzing Breath, each creature in a 60ft cone must make a DC 20 Con saving throw, or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on a success.

Divide the Gravity. (Phase 4) (2 Use) Bane creates a 90ft by 90ft sphere where gravity no longer affects creatures aside from Bane until Bane's next turn. This can only be used twice.

Multiattack. (Phase 5.5) (1 Use) Bane can use Bone Sword twice, Revolver once, Dragon's Skull once, Red Mist once, Slash twice, and Red Bones Twice, then Chaotic Blow. Only chaotic Blow can kill and it can only be used if all the other attacks were used. Red Mist ends right after the attack is over. This can only be done once.

Shot in the Dark. (Phase 6) (1 Use) -1 to hit, range 120-360ft, Multiple targets., Hit: 35 (5d20-15) force damage. Bane spends the rest of his magic to try to kill the targets.

Bonus Actions

Spiritual Knives. Bane summons 10 floating spiritual knives floating in the air around him at the start of initiative. If Bane doesn't use a Multiattack as his action, as a bonus action he can propel any number of knives he has at a target for a DC 18 per knife and the target takes 8 (2d8) force damage on a fail and half as much on a success. Once a knife does damage it disappears. At the start of his turn he regains 1d4+1 knives.

Reactions

Parry. (Phase 2) (1 Use) When Bane is targeted for an attack, he can parry the attack and deal half the damage the attack originally did to the attacker and take no damage himself. This can only be used once and can be saved until Phase 3.

Block. (Phase 3) (5-6 Use) When Bane is targeted for an attack by someone he can see, several red-colored bones can sprout from the floor in front of him offering full cover until his next turn. This can only be used 6 times, 5 if Bane still has Parry.

Dragon's Skull. (Phase 5) (2 Use) When Bane is targeted for an attack he can use Dragon's Skull while the attacker attacking him. This can only be used Twice.

Legendary Actions

Mist of Blood and Bones. Bane uses Red Mist and Red Bones. Red Mist ends after the attack.

Block. (4 Use) Bane can use Block but only gains half cover. This can only be used four times.

Dragon's Skull. (Phase 5) Bane uses Dragon's Skull.

 

Description

Bane was banished to a different plane than his party for no good reason. In that plane time moved faster, so he was there longer than people remember him to be. He was there for 6 years before he found a way to escape, and over that time he became unstable, he had suffered various wounds from a multitude of other creatures, he lost his talking weapon to a group of murderers and was unable to contact anyone, however, in return he learned quite a lot and got stronger, and now wants revenge on the people who wronged him and to make his old party pay for leaving him behind and their sins, and he doesn't plan on stopping for a break any time soon. Hell, at this point he would give almost anything to see them dead for good, hell is to good for them.

Bane now looks almost completely different, he has a large red slash across his chest and it's fairly obvious the blood isn't his. His right eye has a scar down it like a claw mark and both eyes are constantly releasing a stream of red glowing energy. And he has a small crack in his skull. He wears a black torn up scarf and gloves as well as his old clothes but darkened and stitched up a little, he has a revolver and a sword made out of bone with a tip of blood on the top.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2021 7:25:42 PM
5
0
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Coming Soon
2/28/2021 7:41:37 PM
5
0
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6/4/2022 3:17:16 AM
12
1
5e
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Monster Tags: undead

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