| 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 |
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.
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.
Misty Step (3/Day). The Baneguard casts Misty Step.
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
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3/15/2026 11:00:21 AM
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5
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0
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1
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Coming Soon
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