Medium Humanoid (Kobold), Lawful Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210)
Speed 40 ft., Fly 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
20 (+5)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws DEX +10, CON +15, WIS +13
Skills Arcana +12
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Heart of Bane. The heart has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Bãne can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the heart’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The heart regains 1d4 + 3 charges daily at dawn.

Bãne can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Bãne and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the heart is used, the property can’t be used again until the next dawn.

Innate Spellcasting. Bãne’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chill touch (17th level), detect magic

3/day each: create undead, dispel magic

1/day: time stop

Legendary Resistance (3/Day). If Bãne fails a saving throw, he can choose to succeed instead.

Magic Resistance. Bãne has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bãne’s weapon attacks are magical.

Master of Undeath. When Bãne casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.

Actions

Multiattack. Bãne makes two claw attacks.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (2d12) necrotic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.

Breath Weapon. Bãne exhales a torrent of sickly black fire. Each creature in a 60 foot must make a DC 19 Constitution saving throw, taking 30 (6d6 + 11) necrotic damage on a failed save or half as much on a successful one. Damage dealt this way cannot be recovered except be the effects of greater restoration or similar magic. Creatures who are reduced to 0 hit points in this way are killed outright, and rise as any undead of CR 3 or lower under Bãne’s control.

Legendary Actions

Bãne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bãne regains spent legendary actions at the start of his turn.

Tail. Bãne makes one tail attack.

A Taste of Undeath. Bãne casts chill touch (17th level).

Creeping Death (Costs 2 Actions). Bãne chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Bãne next turn. Creatures in that area are vulnerable to necrotic damage.

 

Black Fire. Bãne makes a breath weapon attack. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2019 4:39:51 AM
6
0
--
Coming Soon
Utahraptor

Comments

Posts Quoted:
Reply
Clear All Quotes