Medium Humanoid (Devil), Lawful Evil
AC 25 Royal Gear    Initiative +9 (19)
HP 840 (40d10 + 400)
Speed 300 ft., If ODM gear is equipped. , Walk 50 ft.
Mod Save
STR 26 +8 +34
DEX 28 +9 +36
CON 30 +10 +38
Mod Save
INT 22 +6 +6
WIS 24 +7 +32
CHA 20 +5 +5
Skills Acrobatics +18, Perception +25
Senses Truesight 1000 ft.; Passive Perception 35
Languages Common
CR 30 (XP 155,000, or 50,000 in lair; PB +9)
Traits

Mythic Perks. The Bane of Humanity gains the following sub-traits.

  • Unholy Adaptation. When hit by the same spell three times, this creature becomes immune to that spell until the next dawn.
  • True Titan's Blessing. This creature only has to deal 90 HP to transform, instead of 150 HP, and can only gain one level of exhaustion for every five consecutive transformations. All opposing creatures feel the presence of this creature in a range of 450 ft. Boosts all giant stats by 15%.
  • Technique of Hell. Boosts Giant damage by 40%. This creature has +1 action when in Giant form.
  • Life Feed. When dealing the final blow for any creature, this creature gains health equal to 10% of the opponent's maximum health. This creature can see the outlines of all creatures.
  • Black Flash. If the Bane of Humanity rolls a flat critical hit, the damage dealt is maxed. (ie. w/out Black Flash 13 (2d6 + 7) thunder damage | w/ Black Flash 29 thunder damage)

Mythic Artifacts. The Bane of Humanity gains the following sub-traits.

  • Royal Crown. A critical hit can occur on a 19 and 20.
  • Vizard Mask. If a critical strike successfully lands on a foe, Bane of Humanity may move up to half its speed in any direction

Memories. The Bane of Humanity gains the following sub-traits.

  • Overkill. If Bane of Humanity kills a creature, it applies half of the excess damage to any chosen creature in a 100 ft. radius
  • Roll of The Dice. When Bane of Humanity gets a total damage count on an attack, that number goes through a gambler process that is affected by a random whole percent between 70% and 130%
Actions

Destruction's Command. The Bane of Humanity emits an ear-destroying roar. This creature and all of its allies in a 100 ft. radius gains the following buffs,

  • Advantage on all rolls.
  • Heal 11 (1d12 + 5) [This effect happens every round until ended]
  • +1 damage die

These effects last for 4 rounds of combat.

Multiattack. Bane makes four Thunder Spear attacks.

Thunder Spear Set-Up. Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft. or range 100/300 ft., one target.

  • Hit: 25 (3d10 + 9) piercing damage plus 35 (10d6) thunder damage.

  • Burst: On a hit, the target and all creatures within 10 ft. must make a DC 25 Dexterity saving throw or take an additional 42 (12d6) fire damage from the internal detonation.

Carnage (Recharge 5–6). The Bane fires a sphere of red lightning. Each creature in a 60-foot cone must make a DC 26 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much on a successful one. Targets that fail are stunned until the end of their next turn.

Bonus Actions

Titan Transformation. The Bane transforms into one of the Nine Giants. All creatures within 30 ft. must make a DC 27 Constitution saving throw, taking 111 (11d12 + 45) lightning damage and being knocked prone on a failure. This resets the Bane's current HP to the Titan form's HP. 

Reactions

Destruction's Vengeance. When this creature drops to 0 HP or below, instead of becoming unconscious or dead, a bright flash of red almost like a lightning strike, hits this creature, reviving it to full hit points and replenishing any costed resources.

Mythic Actions

If the Bane of Humanity is reduced to 0 HP, it doesn't die. Instead, it triggers Destruction's Vengeance. It regains 840 HP, clears all conditions, and immediately transforms into its Giant form. It can now use the following Mythic Actions for 1 hour:

  • Destruction’s Command (Costs 2 Actions): The Bane emits a roar. It and its allies heal 50 HP and gain an extra damage die on all attacks for 4 rounds.

  • Shifter’s Wrath (Costs 3 Actions): The Bane immediately uses its Carnage ability, even if it hasn't recharged.

  • Titan Steam (Costs 1 Action): Hot steam emits in a 30ft radius. Any creature in the area takes 21 (6d6) fire damage and is blinded until the start of their next turn.

Description

The ancient boughs of the Forest of Giant Trees groaned as if under the weight of an invisible judgment. From the deepest shadows, the Bane of Humanity emerged—not a lumbering giant, but a figure of terrifying grace. His evil countenance was radiating a chill that froze the air, immediately triggering a primitive dread in all who felt his presence. Atop his head sat the Crown of the First King, its dark obsidian points emphasizing his absolute authority. His face was partially hidden behind the broken Vizard Mask, a grotesque, unsettling visage that seemed to mock the living with its empty, abyssal stare. A dark crimson and black aura, the very Spirit of Chaos, clung to his royal gear, crackling with faint, malevolent red lightning. He didn’t just walk; he drifted, his everlasting nature making him appear both real and terrifyingly intangible. He ignored the primitive blades of the scouts below, casually resting his massive, complex thunder spears upon his shoulder, waiting for the moments where chaos would scream and the ground would burn. The Forest of Giant Trees was not his prison, but his lair, and the hunt had begun. Roll for initiative...

Lair and Lair Actions

It's basically a spooky, scary pine tree forest. Did I mention it's spooky?

Lair Actions: The Forest of Giant Trees

On initiative count 20 (losing ties), the Bane can take a lair action to cause one of the following effects:

  • Vertical Maneuver: The Bane moves up to its speed using ODM gear without provoking opportunity attacks.

  • Shadow Drop: A massive branch falls. DC 23 DEX save for creatures in a 20ft square or take 44 (8d10) bludgeoning damage and be restrained.

Regional Effects

The region containing a Bane's lair is corrupted by a blanket of pine trees the size of skyscrapers, which creates one or more of the following effects:

  • Spawn of Devils. Human Giants are more prone to wandering here, making this region a death sentence to common folk and even soldiers.
  • Eerie Perception. When a creature is within five miles and the forest is in line of sight, the creature must succeed on a DC 15 WIS save or be frightened until the next dawn.
  • Eerie Presence. When a creature first walks within one mile of the forest, and the Bane is in the forest, the creature must succeed on a DC 18 WIS save or be frightened until the creature either rolls for initiative or leaves the one mile radius.

If the Bane of Humanity dies, these effects fade over the course of 3d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2025 4:28:34 AM
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1
1
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5/22/2025 4:14:18 PM
3
2
1.1
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5/6/2026 2:59:14 PM
10
2
1.2
Coming Soon

Monster Tags: DevilHuman

Habitat: Any

Shadow_Assassian

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