Medium Undead, Neutral Evil
AC 15    Initiative +2 (12)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 15 +2 +2
Mod Save
INT 10 +0 +0
WIS 15 +2 +2
CHA 8 -1 -1
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages understands all languages it knew in life but can’t speak
CR 3 (XP 700; PB +2)
Traits

Illumination. The Baneguard sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Death Burst. The Baneguard explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the Baneguard. Failure: 14 (3d4+3) Force damage. Success: Half damage.

Actions

Multiattack. The skeleton makes three attacks, using Longsword or Magic Missile in any combination.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage and 3 (1d6) Necrotic damage.

Magic Missile Finger Bones  (Recharge 5–6). The Baneguard casts Magic Missile at 1st level.

Bonus Actions

Misty Step (3/Day). The Baneguard casts Misty Step.

Reactions

Protective Blink (3/Day). Immediately after taking damage, the Baneguard casts Blink and rolls a d6 to determine whether it goes to the Ethereal plane, as if it was the end of it's turn.

Description

Baneguards were animated skeletons with magical abilities originally created by clerics of Bane. 

Undead Nature. A skeleton doesn’t require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
3/15/2026 11:00:21 AM
5
0
1
Coming Soon
Balasar_II

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