Large Humanoid, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 297 (13d20 + 30)
Speed 35 ft.
STR
23 (+6)
DEX
22 (+6)
CON
26 (+8)
INT
22 (+6)
WIS
23 (+6)
CHA
22 (+6)
Saving Throws STR +23, DEX +23, CON +28, INT +21, WIS +21, CHA +21
Skills Intimidation +15
Damage Resistances Poison
Senses Passive Perception 22
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Scream My Name. After seeing Bane reduce a creature to 0 Hit Points or successfully using Break You, any creature within 30 ft. must make a DC 11 WIS saving throw or become frightened of Bane for 1 minute. This saving throw can be repeated at the start of each of the creature's turns.

Crash Down. Provided he lands on his feet, Bane does not take damage from falling up to 40 ft. If Bane falls on a creature or object, it must make a DC 14 DEX saving throw or take 4 (1d8 +2) bludgeoning damage for every 10 ft. he has fallen from. 

 

 

 

Actions

Multiattack. Bane makes three attacks in one turn, using Shattering Strike, Grasp, and Head Slam in any combination.

Break You. Bane, while grappling a target, can bring his knee down upon its back. The target must make a DC 14 CON saving throw or take 34 (4d12 +12) Bludgeoning damage and become paralyzed. This paralysis can only be cured by healing at least half of the damage that was taken. After Break You is used, Bane can drop the creature as a bonus action. 

Enormous Leap. Bane jumps up to 20 ft. in any direction. The fall puts Crash Down into effect.

Shattering Strike. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 12 (1d10 + 6) bludgeoning  damage.  

Grasp. Bane grapples a creature that is medium or smaller, with up to two hands. It makes a DC 21 STR saving throw. Success: The creature escapes the grab. Failure: The creature is grabbed by bane and has the grappled condition. The creature can repeat the saving throw on each of its turns.

Beatdown. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 23 (4d8 +6) Bludgeoning damage. 

Head Slam. Melee Weapon Attack, +5 to hit, reach 5 ft., 1 target. Hit: 21 (5d6 +12) Bludgeoning damage. The target must make a DC 17 CON saving throw or become stunned until the end of Bane's next turn.

 

 

Bonus Actions

Venom Concentrate. Bane gives himself a dose of Venom. for the next 5 turns, Bane cannot become prone, frightened, charmed, exhausted, paralyzed, poisoned, stunned, or unconscious. He also has advantage on attack rolls, gains advantage on STR and DEX checks, and regains 25 Hit Points at the start of each turn. Bane also has resistance to Piercing, Bludgeoning, and Slashing damage in this state, and has advantage on Block Strike saving throws. 

Hurl. If bane is grappling a target, Bane can use both hands to throw it up to 20 ft. in any direction. If the target is aimed at another creature, the second creature must make a DC 14 DEX saving throw or take 14 (2d8 +5) Bludgeoning damage along with the target.

Reactions

Block Strike. Trigger: Bane is hit with an attack roll that deals Piercing or Slashing damage. Reaction: Bane makes a DEX check equal to however high the attack roll was (Fails are automatic if the roll was a critical hit), and upon a success, Bane blocks the attack with his arm and takes half damage. 

Legendary Actions

 

 

Monster Tags: Human

Habitat: Urban

Codename_G

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