Aura of Despair: Any creature hostile to the Avatar of Bane that starts its turn within 60 feet of it and able to see it must make a DC 20 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) psychic damage and is frightened until start of its next turn. While frightened in this way, a creature has a speed of 0 and disadvantage on saving throws other than the one against this aura, and attack rolls against the creature
have advantage. If a creature’s saving throw is successful, the creature is immune to Aura of Despair for 1 hour.
Death Throes. When the Avatar of Bane dies, it explodes, and each creature within 30 feet of it must make a DC 25 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save or half as much on a successful one.
Divine Awareness: Avatar of Bane instantly knows whenever it hears a lie.
Divine Strikes: Avatar of Bane deals 10 (2d8) radiant damage on all attacks in addition to all regular damage (not included in the damage of attacks to allow beter judgement of the damage output).
Habringer of Tyranny: Avatar of Bane has advantage on attack rolls against celestials, demons and fey and always succeeds on saving throws against their spells or abilities
Gaze of Judgment: If a creature can see Avatar of Bane's eyes at the start of its turn, the Avatar can force it to make DC 18 Wisdom saving throw. The creature is stunned until start of it's next turn on a failed save, and restrained on a succesful one. Unless it is surprised, the creature can choose to close or cover its eyes , becoming blinded, to avoid this effect, but must make the saving throw the moment it opens its eyes.
Master Tactician: Avatar of Bane and all its allies within 80 feet of it have advantage on attack rolls as long as another allied creature is within 5 feet of the target and is not incapacitated
Tyrant's Armor: Critical Hits against Avatar of Bane are considered normal hits.
Actions:
Multiattack: the Avatar of Bane makes two Attacks with Blade of Dominion and two with Bladed Whip. It can replace any single attack with Drain Life or any two with Judgment, Kneel! or Majesty.
Blade of Dominion. Melee Weapon Attack: reach 10 ft., one target. Hit: 15 (2d6 + 8) necrotic damage, and the target gains one level of exhaustion and must succeed on a DC 24 Constitution saving throw or reduce its hit point maximum by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Bladed Whip. Melee Weapon Attack: reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage. The target must succeed on a DC 19 Constitution saving throw or lose 14 (4d6) hp at the start of each of its turns as a blade lodges itself in the wound. Any creature can take an action to remove the blade with a successful DC 16 Wisdom (Medicine) check. The blade crumbles to dust if the target receives magical healing.
Drain Life. Melee Spell Attack: reach 5 ft., one target.Hit: 55 (10d10) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Avatar of Bane regains an equal number of hit points.
Dark Knowledge (Recharge 5-6): Avatar of Bane casts any single spell of level 8 or less from a any spell list. These spells are considered to have casting time of one action.
Judgment (Recharge 5-6): Each creature within 30 feet of the Avatar of Bane must make a DC 19 Constitution saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one. Avatar of Bane regains hit points equal highest single damage dealt this way.
Kneel! (1/long rest): Avatar of Bane targets one creature it can see within 60 feet of it and commands it to kneel. If the target can hear and see Avatar of Bane, it must make DC 22 Charisma Saving throw or become charmed for one hour. While charmed this way, it kneels in front of the Avatar, refusing to take any action or move in its presence. The creature gets to repeat the saving throw whenever Avatar damages it in any way. If after an hour the creature has not ended the charmed condition and neither it or the Avatar of Bane are incapacitated, unconcious or dead and it is still in Avatar's presence, its aligment permamently becomes lawful evil and it swears fealty to Bane, takig him as its god.
Majesty: Avatar of Bane targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 17 Charisma saving throw or be charmed. The charmed target regards the Avatar as a friend to be heeded and protected. Although not under its control, it takes Avatars requests in the most favorable way. While the target is charmed, the Avatar can communicate with the target telepathically within 300 feet. It can use a bonus action to force the target to repeat the saving throw. If the save fails, the Avatar can either render the creature full of despair (disadvantage on ability checks and attack rolls) or confused (as the confusion spell) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the despair or confusion on itself on a success. Each time the Avatar or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until Avatar of Bane dies, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Bonus Actions:
All My Shadow Touches (Recharge 6). As a bonus action, the Avatar of Bane causes magical shadows to spill forth from a point it can reach, out to a 120-foot radius, turning all light in the area to dim light. The shadows suppress all forms of light, even that created by spells and other magical effects. The shadows remain for 1 hour or until the Avatar of Bane is incapacitated or uses this ability again. At the start of each of the Avatar of Bane's turns, each creature in the area of shadows other than itself must succeed on a DC 25 Constitution saving throw or take 11 (2d10) necrotic damage.
Vision of Doom (1/long rest): Avatar of Bane reveals the future it wants to create. Each creature within 60 feet of it that ti can see must suceed on a DC 19 Wisdom Saving Throw or become frightened of the Avatar. It can repeat the saving throw at the end of each of its turns, ending the effect on a succesful saving throw. When frightened this way, the creature is also paralyzed. A creature that suceeded on the saving throw is immune to this ability for next 24 hours. A creatue that failed the saving throw by 5 or more also takes 35 (10d6) psychic damage and is blinded. The blinded condition can be removed by casting greater restoration of similiar spells.
Reactions:
Retribution: Whenever Avatar of Bane takes damage from a creature withn 60 feet it can see, it can use its reaction to deal this creature necrotic damage equal half the damage it did to the Avatar of Bane.
Legendary Actions:
Execution Avatar of Bane chooses a creature it can see and marks it for death. The Avatar and its allies deal an extra 2d6 damage to the target on a succesful weapon attack and if they roll a 20 on an attack roll against it, the target is immediatelly beheaded and killed instantly. The mark remains until Avatar chooses a new target or current one dies.
Soulcrushing Glare (Costs 2 Actions). Avatar of Bane fixes its gaze on one creature it can see within 60 feet of it. If the target can see the Avatar, the target must make make a DC 20 Wisdom saving throw. On a failure, the creature is incapacitated until the end of the Avatar’s next turn. If the target fails the save by 5 or more, it is stunned for the same duration. If a creature’s saving throw is successful, the creature is immune to the Soulcrushing Glare for 1 hour.
Sovereign's Onslaught: Avatar of Bane makes up to four allies it can see within 60 feet to move up their speed, without provoking attacks of opportunnity.
Sovereign's Reprisal: Avatar of Bane makes one ally it can see within 30 feet to immediatelly take a full attack action against target creature within its reach.