Banelich (5e Creature)

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Banelich[edit]

Medium undead, lawful evil


Armor Class 16 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 15 (+2) 20 (+5) 16 (+3)

Saving Throws Dex +9, Con +9, Int +8, Wis +11
Skills Arcana +8, History +8, Intimidation +9, Religion +14
Proficiency Bonus +6
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 15
Languages the languages it knew in life
Challenge 18 (20,000 XP)


Aura of Power. The banelich radiates an aura of power in a 60-foot radius. Any creature the banelich wishes within the aura must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the banelich's Aura of Power for the next 24 hours.

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

Limited Magic Resistance. The banelich has advantage on saving throws against spells and magical effects of 6th level or lower.

Rejuvenation. If it has a phylactery, a destroyed banelich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The banelich is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +11 to hit with spell attacks). The banelich does not require material components to cast spells and has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead
1st level (4 slots): bane, bless, false life, inflict wounds, ray of sickness, shield of faith
2nd level (3 slots): blindness/deafness, hold person, locate object, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, protection from energy, spirit guardians, vampiric touch
4th level (3 slots): banishment, blight, death ward, divination, freedom of movement, guardian of faith (necrotic damage)
5th level (3 slots): antilife shell, cloudkill, contagion, dispel evil and good, flame strike, insect plague, scrying
6th level (2 slot): blade barrier, create undead, harm
7th level (2 slot): divine word, fire storm, plane shift, symbol
8th level (1 slot): earthquake
9th level (1 slot): gate

Turn Resistance. The banelich has advantage on saving throws against any effect that turns undead.

War Caster. The banelich has advantage on Constitution saving throws to maintain concentration on a spell. Additionally, it can use a reaction to cast a spell with a casting time of one action when a creature’s movement provokes an opportunity attack. The spell must target only the triggering creature.

ACTIONS

Touch of Despair. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (8d6) cold damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or become despaired. While despaired, the target has disadvantage on all saving throws, attack rolls, and ability checks. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cold Fire Bolt. Ranged Spell Attack: +11 to hit, range 180 ft., one target. Hit: 12 (4d6) cold damage plus 12 (4d6) necrotic damage.

Teleport (Recharge 5-6). The banelich teleports to an unoccupied space it can see within 120 feet of it.

BONUS ACTIONS

Overchannel (1/Day). The banelich empowers a spell cast on the same turn. That spell causes maximum damage on the turn it was cast.

REACTIONS

Retributive Smite. The banelich adds +4 to its AC against one melee attack that would hit it; to do so, the banelich must see the attacker. If the attack misses, the banelich can immediately make a touch of despair attack against the attacking creature.

When Bane, the God of Tyranny and Strife, was first establishing his church long ago, many who worshiped him were hunted down and killed by the forces of good unless they gathered in significant numbers. Tired of his faithful becoming victims, every 50-60 years Bane chose the most powerful priest within the ranks of his clerics and revealed to him or her a foul rite that would transform the caster, through force of faith, strength of will, and Bane’s divine hand, into a powerful, immortal form—a lich of Bane, or Banelich. Baneliches are gaunt, skeletal, rotting humanoid forms with black eye sockets in which burn red pin points of light. They dress in decaying elegant clerical ceremonial robes and always wear Bane’s holy symbol (the black hand of Bane) prominently.

In ancient times Baneliches used their remarkable powers to spread the word of Bane across Faerûn and defend the god’s faithful. They were supposed to serve as ultimate guardians of the faith. Many Baneliches were worshiped as demipowers and were referred to as the Mouths of Bane by any who came into contact with them. However, once the followers of the good Faerûnian deities, especially Lathanderites, learned of the existence of a Banelich, they gathered in force to destroy it before the creature’s power became too great. As a further problem, each Banelich considered himself or herself to be the natural leader of the church, and was reluctant to relinquish temporal power to a living High Imperceptor. This caused grave internal problems within the church. Consequently, Bane was not entirely satisfied with his Baneliches and chose not to reveal the dark ritual to any of his priesthood after 1010 DR. Before this date, records have revealed signs of at least 35 Baneliches coming into existence, and the deaths of only 10 have been documented.

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