The Bloody End. Bane has the Bloody End Morningstar in its exalted state, as described in Explorer's Guide to Wildemount. He can use any of the properties of it.
Pack Tactics. Bane has advantage on attack rolls against a creature against a creature if at least one of Bane's allies is within 5 feet of the creature and the ally isn't incapacitated.
Aggressive. As a bonus action, Bane can move up to its speed towards a enemy he can see. Bane must end this move closer to the enemy than he started.
Multiattack. Bane makes three attacks.
The Bloody End. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 31 (4d8 + 13) piercing damage.
Summon Fire. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 24 (3d10 + 8) fire damage.
Rebuke With The Bloody End: Bane deals 2D6 psychic damage to a creature who damages him with a melee attack.
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 its turn.
Attack (Costs 1 Action). Bane makes 1 attack
Move (Costs 1 Action). Bane moves up to his speed without provoking opportunity attacks.
Summon Goblinoids (Costs 3 actions). Bane magically summons up to 3D6 goblins, 2D6 hobgoblins, or 2D4 bugbears, each with 1 hit point. They disappear when they take damage or Bane uses this legendary action again.
Description
Bane is the greater god of goblinoids, as well as the god of conquest and tyranny. He is imprisoned behind the Divine Gate, but struggles against his bonds daily, and with his loyal servants the goblinoids, along with multiple powerful clerics attempting to break the divine gate and summon him.
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