Aura of Awe. A prone creature within 30 feet of Bane must succeed on a DC 21 Charisma save or be unable to rise.
Contempt for the Weak. Bane deals an extra 4d6 (12) damage to prone creatures.
Resolute Hatred. At the start of his turn, Bane can take 10 damage to end each condition currently affecting him. This damage cannot be reduced in any way.
Magic Resistance. Bane has advantage on saving throws against spells and magical effects.
Legendary Resistance (4/day). When Bane would fail a saving throw, he can choose instead to spend a legendary resistance to pass.
Innate Spellcasting. Bane's innate spellcasting ability is charisma (Spell save DC 21, +12 to hit with spell attacks). Bane can innately cast the following spells, requiring no material components.
At Will:
3/Day:
1/Day:
Multiattack. Bane takes any combination of the following three weapon attach options.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 40 slashing damage.
Poison-Spiked Gauntlet. Melee Weapon Attack: +12 to hit, reach 5 feet, 1 target. Hit: 10 Bludgeoning damage and target must make a DC 21 Con save or become poisoned until the end of Bane's next turn.
Flaming Javelin. RangedWeapon Attack: +12 to hit, range 60/90 ft., 1 target. Hit: 35 fire damage.
Crusher of Spirits (Recharge 5-6): Bane exudes a power pulse of dark psychic energy. Each hostile creature within 10 ft of Bane must succeed on a DC 21 Charisma save or take 40 psychic and 40 force damage and be knocked prone. A creature that succeeds this save takes the full force damage but no psychic damage and is not knocked prone.
Bender of Space. As a bonus action, Bane teleports up to 60 ft. to an occupied space he can see.
Gaze of the Black Lord. As a bonus action, Bane attempts to dominate one creature within 10 feet that he can see. The creature must succeed on a DC 21 charisma saving throw or become charmed by Bane.
Sentinel. In response to a creature coming within 10 feet of Bane, he may use his reaction to make one greatsword attack against them. On a hit, the creature's speed immediately drops to zero until the end of their next turn and they fall prone.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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