Large Elemental, Lawful Evil
Armor Class 17
Hit Points 300 (10d20)
Speed
STR
25 (+7)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws CHA +12
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Charmed, Grappled, Restrained
Senses Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Oppressive Presence. All creatures that can see you have their movement speed halved.

Magic Suppressor: Whenever a spell targets you, they must make a wisdom saving throw (DC 15). On a fail, the caster loses up to 1 additional spell slot of the level that was cast.

Actions

Multiattack. Avatar of Bane can make either 2 Fist of Bane attacks or 1 Hands of Bane attack.

Fist of Bane. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 28 (3d10 + 7) [Bludgeoning] damage.

Hands of Bane. Choose a point within a 60 ft range. All creatures within 15 feet of the point must make a Dexterity saving throw (DC 17) or take 22 Necrotic (5d6 + 5) and half as much on a successful one. On a fail, the creature is restrained by black hands until the end of your next turn, and cannot take actions.

Bonus Actions

Beckon. Pull any creature currently restrained by black hands up to 30 feet closer to you.

Reactions

Oppressive Glare. Use your reaction in response to a creature healing/being healed to prevent that action.

Legendary Actions

Avatar of Bane has 5 Legendary Points.

Legendary Resistance (Costs 1 legendary point). If you were to fail a saving throw, instead you succeed.

Mythic Actions

Mythic Action Name. 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

An unholy creation catching only a glimpse of the black hand of the dead three. 

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.

Jaxrains1