Converting Monsters from D&D Official Video Games


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Shade

Monster Junkie
Bane Minion, Black
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 40 ft. (average)
AC: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, fumble, spell-like abilities
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to charms, death effects, fear, and poison
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 16, Cha 15
Skills: Bluff +11, Concentration +12, Diplomacy +6, Hide +8, Intimidate +13, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +12, Move Silently +12, Search +10, Sense Motive +12, Spot +12
Feats: Cleave, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: +6

This creature stands nearly 9 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in black scales. Batlike wings and round out its draconic appearance.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A black bane minion is 9 feet tall and weighs about 600 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A black bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot line of acid, once every 1d4 rounds, damage 6d8 acid, Reflex DC 17 half. The save DC is Constitution-based.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is slowed (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 16), cone of cold (DC 17), hold monster (DC 17), ice storm, slow (DC 15). Caster level 8th. The save DCs are Charisma-based.

See Invisibility (Su): A black bane minion continuously uses this ability, as the spell (caster level 8th).

The black bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 
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Shade

Monster Junkie
Looks good, except lets bump Dex to 17 (same as red abishai), as these guys are kinda abishai-like.

In the game, flight wasn't possible, but it did have draconic wings. What do you think would be a good fly speed/maneuverability? The abishai are 50 ft. (poor) and a succubus is 50 ft. (average).
 


Shade

Monster Junkie
Sounds good. Updated again.

Shall we set caster level for spell-likes equal to HD (8th)?

I'm thinking 6d8 for breath weapon damage. Does that sound reasonable?

For languages, Infernal, Common and Draconic?
 

Filby

First Post
One nitpick: perhaps you ought to change its home plane? Bane never lived in Baator... in 3E he lives in 'the Barrens of Doom and Despair' or some such, while in 2E he lived in Acheron.
 



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