Large Celestial, Lawful Evil
Armor Class 20 Plate
Hit Points 85 (10d10 + 15)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +10, CHA +10
Damage Resistances Necrotic
Damage Immunities Radiant
Gear None
Senses Passive Perception 6
Languages Celestial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The Banes Ambition is a 7th-level spellcaster. Its spellcasting ability is 6 (spell save DC 4, +4 to hit with spell attacks). The Banes Ambition has following cleric spells prepared:
Cantrips: light, guidence, mending, fire bolt, sacred flame


1st level: bane, bless, cure wounds Divine favor, shield of faith

2nd level: healing spirit, magic weapon, scorching ray, spiritual weapon

3rd level: mass healing word, wall of sand, summon fey, crusaders mantle

4th level: death ward, summon minor elementals, staggering smite

Actions

Action Name. may make 2 great sword attacks per turn

Action Melee Attack. Great sword attack: +4 to hit, reach 15 ft., 1 target. Hit: 4 (2d10 + 1d10 radiant) strike damage.

 

Bonus Actions

Bonus Action Name. none

Reactions

None

Legendary Actions

Banes Ambition can make 2 legendary actions per encounter

Legendary Action Name (Costs 1 Actions). Smite of Ambition. One creature The Avatar can see within 60ft must succeed on a DC 17 Constitution saving throw or take 3d8 radiant damage and be stunned for one turn.

Legendary Action Name (Costs 1 Actions). Terrifying Glare. One creature the Avatar can see within 30 ft. must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

Mythic Actions

 Banes Ambition can make one Mythic action per encounter

Unmasked ambition. (Costs 1 Actions). If enemy succeed on a DC20 strength roll they remove Banes Ambitions mask. Banes Ambition gets a bonus 1d8 Radiant damage on all attacks and and gains 50 hp  immediately. After 6 rounds The mask reformes on his face and the effect ends. 

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.

BahoongaBonk

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