This is homebrew, submitted by a member of the community.
Banisher
Banisher
Medium Humanoid, Chaotic EvilMedium Humanoid, Chaotic Evil
Death Throes: When the banisher dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 82(15d10) force damage on a failed save, or half as much damage on a successful one.
Magic Absorption: The banisher has advantage on saving throws against spells and other magical effects. If the banisher is subjected to a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw.
Reaction: Spell Return: In response to a creature casting a spell targeting the banisher, the banisher redirects it against the caster, turning the caster into the target.
Death Throes: When the banisher dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 82(15d10) force damage on a failed save, or half as much damage on a successful one.
Magic Absorption: The banisher has advantage on saving throws against spells and other magical effects. If the banisher is subjected to a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw.
Reaction: Spell Return: In response to a creature casting a spell targeting the banisher, the banisher redirects it against the caster, turning the caster into the target.
Actions
Multiattack: The banisher makes two force strike attacks.
Force Strike: Melee or Ranged Spell Attack: +10 to hit, reach 5ft, or range 120ft, one target. Hit: 20(3d10+4) force damage
Force Unleash (Recharge 5-6): The banisher emits destructive energy in a 90-foot line that is 5feet wide. Each creature in that line makes a DC 19 Strength saving throw, taking 66(12d10) force damage on a failed save, or half as much damage on a successful one. A Creature that fails the save is pushed 30 feet away from the banisher and is knocked prone.
Multiattack: The banisher makes two force strike attacks.
Force Strike: Melee or Ranged Spell Attack: +10 to hit, reach 5ft, or range 120ft, one target. Hit: 20(3d10+4) force damage
Force Unleash (Recharge 5-6): The banisher emits destructive energy in a 90-foot line that is 5feet wide. Each creature in that line makes a DC 19 Strength saving throw, taking 66(12d10) force damage on a failed save, or half as much damage on a successful one. A Creature that fails the save is pushed 30 feet away from the banisher and is knocked prone.
Legendary Actions
3 Legendary actions per sequence:
Force Strike: The banisher uses Force StrikePoison Essence: The banisher targets one creature it can see within 60 feet of it. The target must make a DC 19 Constitution saving throw. On a failed save, the next spell cast by the target deals to the target 1d8 necrotic damage per level of the spell.
Banish Magic (Costs 2 Actions): The banisher emits an aura of antimagic, as in the antimagic field spell in a 30 foot radius sphere centered on the banisher, until the start of its next turn.
Siphon Magic (Costs 2 Actions): The banisher targets one creature it can see within 60 feet of it. The banisher rolls a d8, and the target loses a spell slot of that level or lower. If the target has no spell slots left of that level or lower, nothing happens. 3 Legendary actions per sequence:
Force Strike: The banisher uses Force Strike
Poison Essence: The banisher targets one creature it can see within 60 feet of it. The target must make a DC 19 Constitution saving throw. On a failed save, the next spell cast by the target deals to the target 1d8 necrotic damage per level of the spell.
Banish Magic (Costs 2 Actions): The banisher emits an aura of antimagic, as in the antimagic field spell in a 30 foot radius sphere centered on the banisher, until the start of its next turn.
Siphon Magic (Costs 2 Actions): The banisher targets one creature it can see within 60 feet of it. The banisher rolls a d8, and the target loses a spell slot of that level or lower. If the target has no spell slots left of that level or lower, nothing happens.
Details
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