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