Vicious Attacks. When the baneguard rolls a 1 or 2 on a damage die for a melee attack, it can reroll the die and must use the new roll.
Multiattack. The baneguard makes two melee attacks or one melee attack plus Magic Missile (if available).
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Magic Missile (Recharge 5–6). The baneguard fires three glowing darts of magical force, each of which hits a creature it can see within 120 feet. Each dart deals 1d4+1 force damage to the creature.
Blink (2/day). For one minute, the baneguard gains the benefit of the blink spell.
Description
Baneguards are dreadful skeletal assassins and guardians created by liches, vampires, and clerics of dark gods to be thinking, independent, and resourceful pawns, unswervingly loyal to their masters. They look like a normal animated skeleton, though their eyes glow with pinpoints of light and they move with strength, speed, and purpose. Though the secret of their creation originated with the church of Bane, it has since spread to other evil faiths.
Direguards are an improved variation of the baneguard developed by skilled necromancers. A direguard is wreathed in cold black flame and shielded by transparent armor of force. Its glowing red eyes can see invisible and ethereal creatures, making it a superb undead servitor.
Previous Versions
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9/19/2022 1:27:46 AM
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Coming Soon
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