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View Full Version : D&D 5e/Next Monsters of Bane (Forgotten Realms)



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2016-01-13, 07:45 AM
Howdy. Here are several monsters linked to The Black Lord converted from 3.5 to 5th. Enjoy!

Banedead
http://www.lomion.de/cmm/img/banedead.gif

Medium Undead, Lawful Evil

Hit Points 7d12 + 14 (56)
Speed 30ft
AC 13

Str Dex Con Int Wis Cha
13 10 14 10 12 15
+1 0 +2 0 +1 +2
Saves Dexterity +2, Wisdom +4
Skills Stealth +6, Religion +3, Search +3, Perception +6
Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, poisoned, prone.
Senses - Passive Perception 16
Languages Ones known in life.
Challenge Rating 2 (450 Xp)

The banedead makes two claw attacks or one claw attack and one bite attack
Claw Melee weapon attack: +4 to hit, reach 5ft,
Hit - one target 6 (2d4 +1) slashing damage

Bite Melee weapon attack: +4 to hit, reach 5ft,
Hit - one target 7 (2d6+1) Piercing damage
Created from the fanatical worshippers of Bane or his son Iyachtu Xvim, these wretched creatures appear as withered humans that have been sucked dry of their life force, with crimson lights burning in their eyes. Banedead always have one hand twisted into a hideous claw.

In combat, a banedead is a fierce fighter that attacks with cunning, and they work effectively in teams.

A cleric of Bane of 12th level or higher can create banedead in a ritual that needs twelve willing worshippers that will be changed into banedead, and an additional twenty-four worshippers of The Black Lord, in a place that has been consecrated to either Bane or his son. The banedead created in the ritual are under the control of the presiding cleric, and this control can only be broken if another cleric successfully turns the banedead. The original master can regain control of the banedead with a successful turning check.

Baneguard
http://lomion.de/cmm/img/baneguar.gif
Medium Undead, Neutral Evil
Hit Points 5d12 (30hp)
Speed 30ft
AC 12 (Natural Armour)

Str Dex Con Int Wis Cha
12 11 11 9 12 13
+1 0 0 -1 +1 +1
Saves Constitution +1, Dexterity +1, Wisdom +3
Skills Stealth +3, Perception +3
Damage Immunity Cold
Damage Resistance Damage from piercing or slashing weapons
Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, poisoned,
Senses - Passive Perception 13
Languages Understands common but cannot speak.
Challenge Rating 1 (200 Xp)

The baneguard makes two claw attacks or one attack with its longsword
Claw Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 6 (2d4 +1) slashing damage

Longsword Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 5 (1d8 +1) or 6 (1d10+1) slashing damage

Spellcasting
The baneguard has innate magical powers. Charisma is its spellcasting ability, with the spell attack bonus of +3 and a save DC of 11

Magic Missile Once every three rounds, a baneguard can cast Magic Missile as used in a second level slot. Four darts are created that deal 1d4+1 of force damage.
Blink Once every 10 minutes, a baneguard can cast the spell Blink, for a duration of 4 rounds.

Originally created by the Priests of Bane, baneguards are now found in many places in the Realms as other evil faiths took up their creation. Baneguards look like the normal type of animated skeleton, but have innate arcane abilities that make them popular as temple guards of evil faiths.

A variant of the baneguard, the direguard, has the ability to see invisible objects and creatures to a range of 60ft, and these variants have an AC of 13.

Banelar
http://www.lomion.de/cmm/img/banelar.gif
Huge Monstrosity, Lawful Evil
Hit Points 9d12 + 40 (94)
Speed 30ft, swim 30ft
AC 14 (Natural Armour)

Str Dex Con Int Wis Cha
26 13 21 17 16 16
+8 +1 +5 +3 +3 +3
Saves Constitution +7, Dexterity +3, Wisdom +5
Skills Persuasion +5, Intimidation +5, Perception +5, Arcana +8
Damage Immunities Poison, Acid
Senses - Passive Perception 15
Languages Common, Draconic, Orcish
Challenge Rating 4 (1100 Xp)

The banelar makes one sting attack and one bite attack
Sting Melee weapon attack: +8 to hit, reach 10ft,
Hit - one target 14 (3d4 +8) Piercing damage plus poison.

Bite Melee weapon attack: +8 to hit, reach 10ft,
Hit - one target 7 (2d6+1) Piercing damage

Poison Those that are hit by a banelar bite or sting attack must succeed at a DC13 Constitution saving throw or be poisoned. The victim takes 2d4 points of temporary Constitution damage, lasting as long as the victim is poisoned. As a side effect of the poison, the victims skin turns blue around the wound. The target can repeat the saving throw at the end of each of its turns.

Amphibious the banelar can breathe both air and water.

Petrification Resistance the banelar has advantage on saving throws to resist petrification.

Spellcasting The banelar casts spells at the level of a multiclassed Cleric/Wizard at 6th level. It needs only verbal components for its spells. Its attribute for its spellcasting is Wisdom and the DC for the spells is 13

Resembling the Nagas that dominate several kingdoms in the Realms, Banelars are masters of the Arcane, and have mastery of spells and magic items, making them very dangerous opponents.

Deep violet in colour, banelars have a ring of thin tentacles that grow around their mouths, and they use these to wear magic items or to use devices.

Named due to the alliances they made with Clerics of The Black Lord, after the Time of Troubles these creatures started to ally themselves with Cyric, with the Twin Towers of the Eternal Eclipse in Amn and the House of Cyric in Skullport having a fair number of Banelar allies.