Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 11 Natural Flesh
Hit Points 175 (27d8 + 54)
Speed 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws INT +4, WIS +10, CHA +6
Senses Passive Perception 14
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Death Throes. When the banished dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 82 (15d10) force damage on a failed save, or half as much damage on a successful one.

Magic Absorption. The banished has advantage on saving throws against spells and other magical effects. If the banished is subjected to a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Actions

Multiattack. The banished makes two force strike attacks.

Force Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage. 

Force Unleash (Recharge 5-6). The banished emits destructive energy in a 90-foot line that is 5 feet wide. Each creature in that line make a DC 19 Strength saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one. A creature that fails the save is pushed 30 feet away from the banished and is knocked

Reactions

Spell Return. In response to a creature casting a spell targeting the banished, the banished redirects it against the caster, turning the caster into the target.

Legendary Actions

The banished 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. The banished regains spent legendary actions at the start of its turn. 


Force Strike. The banished uses Force Strike.


Poison Essence. The banished targets one creature it can see within 60 feet of it. The target must make a DC 19 Constitution saving throw. On a failed save, the next spell cast by the target deals to the target 1d8 necrotic damage per level of the spell.


Banish Magic (Costs 2 Actions). The banished emits an aura of antimagic, as in the antimagic field spell, in a 30-foot radius sphere centered on themself, until the start of its next turn.


Siphon Magic (Costs 2 Actions). The banished targets one creature it can see within 60 feet of it. The banished rolls a d8, and the target loses a spell slot of that level or lower. If the target has no spell slots left of that level or lower, nothing happens. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Banished Mages were once powerful spellcasters, mages, warlocks or maybe clerics that fell into the hands of the Duchess of Dementia. However, these unfortunate souls did not meet a swift and painful end on a pyre, like so many of their brethren. Instead they were tortured relentlessly, poked with deep lead needles through the skull, locked for days in an iron maiden and some other gruesome methods. The goal was not torture, but to kill the spark of magic in them, to turn them into a banished one, an antimagic weapon for the Lord Sheogorath. This process made them irremediably mad, destroying their mind as surely as their magic.

Banished Mages constantly try to fill the magic void within them, draining the Light of Magus with no way of giving it shape or form. Reminiscence of their spellcraft only comes now in raw and violent burst of force energy. This makes them notoriously unstable, a magical siphon that could explode at any time. For this reason, most are constantly chained and never see the light of the day, locked down in some deep vault until there is no other solution left but to use them. When they are freed, they are transported in armored stagecoach and bound, under a heavy witch hunter escort.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Fonderbasilisk

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