Kassoon

Banisher

Medium Humanoid, Chaotic Evil
Armor Class 11
Hit Points 175 (27d8+54)175 (27d8+54)
Speed 30 Ft.
STR
8 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
18 (+4)
CHA
11 (+0)

Saving Throws Int +3, Wis +10, Cha+6 Int +3, Wis +10, Cha+6
Skills - -
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses Passive Perception 14Passive Perception 14
Languages Any Two Languages
Challenge 17 (18,000 XP)

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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 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.
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.
 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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