Medium Undead, Neutral Evil
Armor Class 13 (armor scraps)
Hit Points 29 (5d8 + 4)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
14 (+2)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting.

The baneguard is equivalent of a 5th level spellcaster.

 lts spellcastlng ability is Wisdom (save DC 12, +4 to hit with spell attacks).

1/day: Blink

Magic Missile (Recharge 4-6). The boneguard creates three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

 

Description

Baneguards are skeletons, usually but not always human, animated by clerical spells to serve as guardian creatures. The creature was originally researched by priests of Bane, but in the years since the demise of that deity the secret of the spell has been spread throughout the Realms, such that many other evil (and not so evil) deities allow their priests to use it. Usually found as guardians, baneguards are identical in appearance to normal skeletons, but have additional deadly powers which they reveal once they are in combat.

Habitat: Urban

HeavenBurnt

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