Black hand of Bane: You are immune to being charmed, frightend and being given commands or being dominated.
Extra attack
Spellcasting: The black hand of Bane can cast these spells using their charisma modifier (+6 to hit and a save DC of 18)
Command, 1st level. At will
Inflict wounds, 1st level. At will
Inflict wounds, 2nd level. 1/day
Dominate person, 5th level. 1/day
Wrathfull smite, 2nd level. 1/day
Aura of terror: Create a aura of fear around you. Every enemy within 5 feet of you has disadvantage on saving throws and attack rolls
Whip attack: You attack using a whip. +6 to hit with a range of 30 feet. On a hit deal 1d6+6 (9) damage and grapple the enemy. If they were concentrating they have disadvantage on the concetration save
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.
Comments