Large Humanoid (Human), Lawful Evil
Armor Class 18 (Unarmored Defence)
Hit Points 315 (30d10 + 150)
Speed 40 ft.
STR
28 (+9)
DEX
18 (+4)
CON
20 (+5)
INT
15 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +16, DEX +11, CON +12, INT +9, WIS +11, CHA +9
Skills Athletics +23, Intimidation +9, Perception +11
Damage Resistances Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Blindsight 30ft, Darkvision 1000ft, Truesight 120ft, Passive Perception 21
Languages Bane speaks all languages but is unintelligible.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Bane's Gains Bane adds both his dexterity and strength modifiers to the damage rolls of his unarmed strikes (already applied).

Martial Training Four times per round, when he hits a creature with an unarmed strike, Bane can impose one of the following effects on that target. 

  • They must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • They must succeed on a DC 19 Strength saving throw or be pushed up to 15 feet away.
  • They must succeed on a DC 19 Constitution saving throw or have their walk speed reduced to zero until the end of their next turn.

Resistance to the Arcane Bane has advantage on saving throws against divination spells and is completely immune to the effects of all illusion spells. 

Rampage of Pain While he has 100 hit points or fewer Bane has resistance to all damage and can add his strength modifier to all melee attack rolls (+9). However he now has disadvantage on all saving throws and skill checks.

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

Actions

Multiattack Bane makes four melee attacks.

Unarmed Strike Melee Attack: +11 to hit, reach 10 ft one target. Hit: 24 (2d10 + 13) bludgeoning damage. These attacks are magical and deal double damage to objects and structures.

Brokeback MountBANE!  Bane attempts to break the back of one medium or smaller sized creature within 10 feet of him. The creature makes a DC 19 Constitution saving throw, taking 66 (12d10) Bludgeoning damage and becoming paralysed on a failure, or taking half damage and avoiding the effect on a success. 

Legendary Actions

Bane can take 3 legendary actions, choosing from the options below. Only one legendary action 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. 

Attack Bane makes an unarmed strike attack.

Charge Bane moves up to their speed. Opportunity attacks made against Bane while he is moving in this way have disadvantage and on a miss they take 11 (2d10) Bludgeoning damage.

BANE! (Costs 2 Actions) Every creature within 15 feet of Bane must succeed on a dc 19 strength saving throw or be knocked prone. Whenever a target that fails this saving throw makes an attack roll or a saving throw within the next minute, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Description

Bane is a big tough guy from batman.

 

Lair and Lair Actions

Bane's Domain. 

Monster Tags: NPC

Habitat: Urban

zappyhappy321

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