Medium Humanoid (Human), Any Alignment
Armor Class 20 (Bane's Plate Armor)
Hit Points 245 (12d20 + 145)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws STR +11, DEX +10, CHA +9
Skills Athletics +10, Intimidation +12, Perception +7
Damage Resistances Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (1/Day). Whenever Bane fails a saving throw, he can choose to succeed instead.

Magic Aura. Bane's attacks are considered magical attacks.

Survivor. Bane regains 15 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Slayer of Tiamat (1/Week). Bane gains a +20 to hit any target and deals double damage for that attack.

Actions

Multiattack. Bane makes three Double-Bladed Scimitar attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Double-Bladed Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) slashing damage. If Bane makes a successful hit with the double-bladed scimitar, he rolls damage for two attacks that count as one attack.

Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.

Oathbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 12 (1d10 + 6) piercing damage. Whenever Bane whispers "Swift death to you who has wronged me" he gets advantage on attacks against that creature and adds an extra 3d6 piercing damage to the attack. This effect wears off until the sworn enemy is killed or until 7 days later.

Fire Breath (Recharge 5–6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. Bane negates incoming damage from one target by 1d10+5

Dodge. Bane adds 3 to his AC against one melee attack that would hit it. To do so, Bane must sense the attacker.

Outfield. Any ranged weapon that would hit him,  he can catch instead and send it back towards the attacker.

Legendary Actions

Bane has 5 legendary reactions in which he regains by at the start of his next turn. He can use one of his Legendary Actions at the end of another creatures turn.

Extra Attack. Bane makes an extra attack.

Improvised Weapon. Bane pickup any one-handed weapon within a 10 ft. radius, centered on him, and throw it at target within 30 ft. of him and deal that weapons damage.

Frightful Foe (Costs 2 Actions). Bane targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Bane's next turn.

Armor Piercing (Costs 3 Actions). Bane can decrease another's armor class by 3. The targets armor class stays reduced until the start of Bane's next turn or until the target takes damage.

 

Kewllestkid

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