Avatar of Bane (5e Creature)

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Avatar of Bane[edit]

Medium humanoid, lawful evil


Armor Class 20 (natural armor)
Hit Points 304 (29d8 + 174)
Speed 50 ft.


STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 23 (+6) 20 (+5) 25 (+7)

Saving Throws Str +14, Con +13, Wis +12
Skills Arcana +13, Athletics +14, Intimidation +14, Religion +13
Proficiency Bonus +7
Damage Resistances acid, cold, fire, necrotic, psychic
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 15
Languages Common, telepathy 120 ft.
Challenge 24 (62,000 XP)


Aura of Tyranny. A hostile creature that starts its turn within 30 feet of the avatar takes 10 (3d6) necrotic damage and must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature's saving throw is successful, the creature is immune to the avatar's Aura of Tyranny for 24 hours.

Deadly Critical. The avatar scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times instead of twice.

Innate Spellcasting. The avatar's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:

At will: bane, command, darkness, detect evil and good, eldritch blast, hold person, inflict wounds, protection from evil and good
3/day each: arcane hand, blight, dominate monster, hold monster, ray of enfeeblement, teleport
2/day each: banishment, disintegrate, dispel magic, forcecage, mass suggestion, wall of force
1/day each: divine word, earthquake, harm, symbol, weird

Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The avatar uses Crushing Command if available, and then makes three Black Hand of Bane attacks.

Black Hand of Bane. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 7) bludgeoning damage, plus 11 (3d6) psychic damage against creatures of chaotic and good alignments, and the target must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.

Crushing Command (Recharge 5-6). Crushing force erupts from the avatar's gauntlet before it slams it into the ground. Each creature in a 60-foot radius centered on the avatar must succeed on a DC 22 Strength saving throw or be pulled 20 feet towards the avatar. Each creature within 20 feet of the avatar must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


LEGENDARY ACTIONS

The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.

Move. The avatar moves up to half its speed.
Punch. The avatar makes one Black Hand of Bane attack.
Cast a Spell (Costs 2 Actions). The avatar casts a spell that it can cast at will.

The physical avatar of the god of tyranny, hatred and strife. When confronted with a potential battle, Bane would possess an individual and force their body to take on a twisted and monstrous form with leathery black skin, two small horns on his forehead and powerful claws that could rend flesh and metal alike. He gained any powers they held in their life, and protected his host from mind control spells. His signature weapon is a punching gauntlet called the Black Hand of Bane that does extra damage to chaotic and good creatures.

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