Large Humanoid, Any Evil Alignment
Armor Class 17 Armor
Hit Points 70 (4d20 + 3)
Speed 20 ft.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
13 (+1)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +4, CON +4
Skills Intimidation +6, Persuasion +4
Damage Resistances Bludgeoning
Damage Immunities Fire
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 4
Languages Minotaur
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hell's Blessing: As a bonus action, Bane can make a Persuasion check on a creature he can see from 10 ft away. If he succeeds, Bane can convert the affected creature to his side, and can only be brought back if they survive the next hit they take.

 

Actions

Goring Rush: As a main or bonus action, Bane can run up to 15 ft towards a creature he can see. If there is an obstacle in place, he breaks through it. If that creature is hit by this action, they take 1d8 + 3 fire damage and are stunned. This counts as his move and/or attack action though.

Firebrand Greataxe: Melee Weapon: +3 to hit, reach 10 ft, 1 target. Hit: 2d6 + 3 fire damage. 

Unarmed Strike: Melee Weapon: +4 to hit, reach 10ft, 1 target. Hit: 2d4 + 4 bludgeoning damage. If there is an obstacle in this attack's path, it is destroyed. If a creature is within 10ft of this attack, they are knocked prone and take 2d4 bludgeoning damage.

Bonus Actions

As a bonus action, Bane can Rage to attack again or use Goring Rush.

Reactions

Rage: If Bane is hit by a melee attack, he can instantly make a melee attack back at the attacker.

Legendary Actions

Bane can use a Legendary Action ONCE per round at the end of a creature's turn.

Ferocious Rend: As a Legendary Action, Bane makes 3 consecutive unarmed strikes on one creature or multiple creatures.

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

Bane is feared throughout Neverwinter as the most ruthless and strongest fighter there is.

Lair and Lair Actions

As you enter Bane's realm, you smell ashes and decaying flesh everywhere.

Lair Actions

On initiative count 14, Bane takes a lair action to cause one of the following effects; Bane can’t use the same effect two rounds in a row:

  • As a lair action, Bane can imbue his unarmed strikes with volcanic energy, giving them 3d4 + 3 fire damage.
  • As a lair action, Bane can use Goring Rush without using a move or attack action.

Regional Effects

The region containing Bane's lair is cursed, which creates one or more of the following effects:

  • If a creature fails a saving throw, that creature is Burned for 1 minute.
  • If a creature takes any sort of Bludgeoning damage, that creature is Stunned if it fails a DEX save.

If Bane dies, these effects fade over the course of 3 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2023 4:36:15 PM
5
0
5E
Coming Soon
5/20/2023 12:15:17 PM
7
1
--
Coming Soon
5/20/2023 12:21:14 PM
5
1
--
Coming Soon

Habitat: Mountain

PalkianPaladin

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