Large Humanoid (Brute), Lawful Evil
AC 16 Unarmored Defense    Initiative +6 (16)
HP 70 (8d12 + 18)
Speed 40 ft.
Mod Save
STR 18 +4 +7
DEX 16 +3 +3
CON 16 +3 +6
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 10 +0 +0
Skills Intimidation +7, Perception +4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft.; Passive Perception 14
Languages None
CR 6 (XP 2,300; PB +3)
Traits

Born in Darkness. At the start of combat, any nearby light sources are snuffed out, leaving the field in darkness.

Reckless. At the start of his turn, Bane can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Punch and Grab. When Bane hits a creature with an Unarmed Strike as part of the Attack action on his turn, he can use both the Damage and Grapple options. He can use this benefit only once per turn.

 

Actions

Multiattack. Bane makes two attacks per turn.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4), Bludgeoning damage, 10 (1d8 + 4 + 2) Bludgeoning damage when Frenzy is active.

Savage Squeeze. At the start of Bane's turn, he can deal 1d4 Bludgeoning damage to one creature Grappled by him.

Bonus Actions

Frenzy. Bane activates his Venom delivery system, enhancing his strength, endurance, and aggression. While Frenzy is active, Bane's melee attacks deal an extra 2 damage, he gains resistance to Bludgeoning, Piercing, and Slashing damage, and he has advantage on Strength checks and saving throws.

Second Wind. Bane activates his chemical delivery system to heal himself. Bane regains 1d10 HP.

Reactions

Opportunity Attack. Bane can make an opportunity attack when a creature he can see leaves his reach.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

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.

SpartaNora

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