Bane

The Black Hand

God of strife, hatred, tyranny, and fear

CR 30Greater deityLawful evilStrifeHatredTyrannyFear

The Avatar of Bane

Huge humanoid (avatar), lawful evil

Armor Class
28 (natural armor)
Hit Points
720 (40d12 + 480)
Speed
50 ft., fly 100 ft.
STRDEXCONINTWISCHA
30 (+10)22 (+6)30 (+10)26 (+8)24 (+7)28 (+9)
Saving Throws
Str +19, Dex +15, Con +19, Int +17, Wis +16, Cha +18
Skills
Intimidation +18, Perception +16, Persuasion +18
Damage Resistances
fire, necrotic, psychic
Damage Immunities
cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 26
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Aura of Domination. A creature of Bane’s choice that starts its turn within 60 feet must succeed on a DC 27 Wisdom saving throw or be frightened for 1 minute. It repeats the save at the end of each turn, ending the effect on a success.
Legendary Resistance (3/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar’s weapon attacks are magical.

Actions

Multiattack. The avatar makes four Black Hand attacks.
Black Hand. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (4d8 + 10) bludgeoning damage plus 27 (6d8) necrotic damage.
Despot’s Decree. Up to three creatures within 60 feet make a DC 27 Charisma saving throw. On a failure, a creature is charmed for 1 minute and obeys Bane’s commands. It repeats the save whenever it takes damage and at the end of each turn.
Black Hand of Despair (Recharge 5–6). Creatures in a 60-foot cone make a DC 27 Constitution saving throw, taking 70 (20d6) necrotic damage and becoming paralyzed for 1 minute on a failure, or taking half damage on a success. A paralyzed creature repeats the save at the end of each turn.
Summon Koravis (1/Day). Bane summons Koravis or a fiendish raven servant chosen by the DM in an unoccupied space within 60 feet. The servant acts immediately after Bane and remains for 1 hour.

Reactions

Retaliation. When a creature within 10 feet hits Bane with a melee attack, he makes one Black Hand attack against that creature.
Unyielding Resolve. When a spell forces Bane to make a saving throw, he imposes disadvantage on one spell attack roll made as part of the spell or gains advantage on his saving throw.
Turn the Blow. When an unarmed strike would hit Bane, he redirects it to another creature within 10 feet of the attacker. The redirected strike deals an extra 16 (3d10) necrotic damage.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Black Hand. Bane makes one Black Hand attack.
Dreadful Command. One creature within 60 feet must succeed on a DC 27 Wisdom saving throw or be frightened until the end of its next turn.
Grasp of Bane (Costs 2 Actions). Spectral chains target one creature within 60 feet. It must succeed on a DC 27 Dexterity saving throw or be restrained until the end of its next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Dark Command. Creatures within 60 feet must succeed on a DC 26 Wisdom saving throw or use their reaction to make one melee attack against a target Bane chooses.
Aura of Oppression. A 30-foot-radius area becomes oppressive until initiative count 20 on the next round. Hostile creatures there have half speed and disadvantage on attack rolls and ability checks.
Fiendish Reinforcements. Bane summons 1d4 + 4 fiendish ravens in unoccupied spaces within 60 feet. They remain until initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

The Black Hand Closes. Each frightened creature within 120 feet becomes paralyzed until the end of Bane’s next turn. Creatures immune to frightened instead have their speed reduced to 0.
Command the Battlefield. Bane chooses the initiative order for the next round after all current turns end. A creature cannot take two consecutive turns as a result.
Edict of Absolute Rule (Costs 2 Actions). For 1 minute, Bane establishes one command of no more than five words. A hostile creature within 300 feet that knowingly violates it takes 35 (10d6) psychic damage once per turn.

Introduction

Bane, the Black Hand and Lord of Darkness, embodies tyranny, conquest, and fear. He offers order through submission and treats every independent will as territory not yet brought under control.

Banite clergy are disciplinarians, political operators, and military organizers. Their temples double as fortresses. Their faithful include warlords, mercenary captains, cruel officials, and rulers who value stability only when they control it.

Physical Appearance

The avatar appears as a towering man in blackened plate armor. His right gauntlet burns with contained green fire, his face is cruel and imperious, and his voice carries the force of an order already enforced.

He moves with the unhurried certainty of an advancing army. Banners hang still in his presence, ranks unconsciously straighten, and frightened creatures find themselves waiting for permission to act.

Roleplaying the Avatar

Bane does not persuade or argue. He states commands, consequences, and terms of surrender as if resistance were an administrative delay.

  • Use short declarative sentences and direct imperatives.
  • Reward ruthless competence, even in an enemy.
  • Address each hero by the office or function Bane assigns them.
  • React to setbacks by tightening control rather than showing anger.

Use in a Campaign

War of Domination

His avatar coordinates an invasion whose officers act with impossible unity and whose occupied cities police themselves.

The Necessary Tyrant

A ruler invokes Bane to impose order during a genuine catastrophe, forcing the party to oppose both the cure and the disease.

Black Compact

The avatar offers each hero authority over one part of the conquered region if they accept his hierarchy.

Breaking the Hand

Defeating the vessel should unravel chains of command, expose frightened collaborators, and create a power vacuum rather than instantly restore freedom.

Lairs

Bane chooses architecture that turns control into terrain: controlled sight lines, raised command positions, locked routes, and spaces that amplify his voice.

The Black Bastion

A fortress-temple whose barracks, cells, and audience halls operate as one machine.

Throne of Compliance

A palatial court where every entrance forces visitors to approach beneath the gaze of hidden soldiers.

The Occupied Capital

A living city reorganized into checkpoints, ration districts, and ritual demonstrations of obedience.

Iron Assembly Ground

A vast parade field where commands spoken from the central dais reach every creature clearly.

Shared References

Open a reference for its canonical description and related entries.

Bane as a massive tyrant in black plate armor with green fire burning from his right gauntlet.