Demonic Glare. Ban Dune hast to roll Intimidation (CHA) against Each players Initiative and if he (Ban Dune) succeeds, The party is paralyzed for 1round and have disadvantage for 2 rounds.
Spellcasting. Ban Dun is a 15-level spellcaster. Its spellcasting ability is intelligence (spell save DC 12, +10 to hit with spell attacks). Ban Dune has the following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Frostbite
1st level (2 slots): Hellish Rebuke, Unseen Servant, Command
2nd level (5 slots): Darkness, Blindness/Deafness, Blur, Suggestion, Silence
3rd level (4 slots): Dispel Magic, Fireball, Lightning Bolt, Mass Healing Word
4th level (3 slots): Banishment, Blight, Dimension Door
5th level (2 slots): Dream, Scrying
6th level (1 slots): Create Undead
Deceitful Look. When Ban Dune seems it prudent, he can transform into the loved one of his enemies and roll charm, but has plus 10 due to obvious reasons along with his charisma bonus. Enemies have to roll 19 or higher wis to resist.
Demons Blade. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 11 (3d12 + 10) [slashing/piercing] damage.
Demons Breath. RangedWeapon Attack: +10 to hit, range 30ft cone. Hit: 11 (3d10 + 15) [Fire] damage.
Demons Bow. RangedWeapon Attack: +11 to hit, range 15/300 ft. Hit: 10 (3d10 + 10) [Piercing] damage.
As a bonus action Ban Dun can cast any 5th level spell or lower without expending a spell slot, only once per long/short rest.
Demonic Block. Block incoming slashing, piercing, and bludgeoning with a dex save, destroying the weapon on a 20 and failing at a 10 or lower.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Tall, Slender fire red humanoid with black horns. Completely loyal to Tiamat and those above him in ranking. Will follow orders completely and without question.
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.
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