| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 8 | −1 | −1 |
Sun-Scorched Hunter. While in bright light, Bane has advantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Relentless Predator (Recharges after a Short or Long Rest). When Bane is reduced to 0 hit points, he can make a DC 10 Constitution saving throw. On a success, he drops to 1 hit point instead.
Pack Instinct. Bane has advantage on attack rolls against a creature if at least one of Bane’s allies is within 5 feet of the creature and isn’t incapacitated.
Multiattack. Bane makes two Silvered Maulblade attacks.
Silvered Maulblade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Savage Pounce. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target.
Hit: 22 (3d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until the grapple ends, Bane can’t pounce another target.
Desert Rush. Bane moves up to his speed toward a creature he can see without provoking opportunity attacks.
Howl of Dominance (Recharge 5–6). Each enemy of Bane within 30 feet that can hear him must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Bane’s next turn.
Backhand Slam. When a creature within 5 feet hits Bane with a melee attack, Bane makes a Silvered Maulblade attack against that creature.
Comments