Innate Spellcasting. Bane's innate spellcasting ability is Charisma (spell save DC 17). They can innately cast the following spells, requiring no material components:
At will: command, chromatic orb (poison) (2nd level), ray of sickness (2nd level), sleep (2nd level).
3/day each: dominate monster, magic missile (3rd level)
1/day each: mass suggestion (6th level), counterspell (at 3rd, 5th, and 7th respectively).
Magic Resistance. Bane has advantage on saving throws against spells and other magical effects.
Afterimage. Bane seems to phase around attacks at his back. He does not invoke opportunity attacks.
Multiattack. Bane makes two Dominaxis (one handed) attacks, casts two spells, or one Dominaxis (one handed) and casts one "at will" spell.
Dominaxis (one handed). Melee Weapon Attack: Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage, plus 9 (2d8) necrotic damage.
Dominaxis (two handed) (Recharge 5 - 6). Bane grasps Dominaxis with both hands, raises it above his head, and slams it on the ground. Dominaxis extends to cover a 30 ft long and 5 ft wide line. All creatures within range must make a DEX saving throw (DC 17). On a failure, a creature will take (5d8) force damage, plus (7d8) necrotic damage. Half as much on a success.
Legendary Resistance (3/day). If Bane fails a saving throw, he can choose to succeed instead.
Legendary Actions (3/round). Bane takes a legendary action, 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.
Spellcasting (1 action). Bane casts a spell.
Dominaxis. Bane attacks using Dominaxis (one handed).
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