Banebow (5e Creature)
Banebow[edit]
Medium undead, any evil alignment Armor Class 17 (studded leather)
Saving Throws Dex +10, Con +9, Wis +9 Innate Spellcasting. The banebow's innate spellcasting ability is Wisdom (spell save DC 17). The banebow can innately cast the following spells, requiring no material components: At will: detect magic Magic Resistance. The banebow has advantage on saving throws against spells and other magical effects. Magic Weapons. The banebow's weapon attacks are magical. ACTIONSMultiattack. The banebow makes four attacks. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +10 to hit, reach 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 10 (3d6) necrotic damage. BONUS ACTIONSAim. The banebow aims at a target it can see within 600 feet of it. The next ranged attack it makes against that target this turn has advantage on the attack roll.
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The bodies of master archers are sought after by powerful necromancers, who work unspeakable magic to transform them into banebows; wicked undead driven by hatred for life. Uncaring of their purpose or who their enemies may be, banebows obey their master's every command. They are cruel assassins and snipers, killing their enemies from incredible distances. Soul Shooters. A banebow's aim with any ranged weapon is deadly, though they prefer to wield bows. Indeed, the ritual that creates a banebow first requires the creation of a bow for the future undead to wield. No ordinary bow will suffice for this purpose, only one crafted from bone and imbued with the souls of the innocent. The banebow's arrows are made from the bones of their enemies and burn with unholy fire once loosed. Undead Nature. A banebow doesn't require air, food, drink, or sleep. |
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