Shade
Monster Junkie
Bane Minion, Red
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +8
Speed: 80 ft. (16 squares), fly 80 ft. (average)
AC: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d8+7 plus 2d6 fire)
Full Attack: 2 claws +18 melee (1d8+7 plus 2d6 fire) and bite +13 melee (3d6+3 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, flame touch, fumble, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison
Saves: Fort +13, Ref +12, Will +12
Abilities: Str 25, Dex 19, Con 20, Int 14, Wis 18, Cha 18
Skills: Bluff +17, Concentration +16, Diplomacy +17, Hide +13, Intimidate +17, Knowledge (the planes) +15, Knowledge (religion) +15, Listen +17, Move Silently +17, Search +17, Sense Motive +17, Spot +17
Feats: Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13–23 HD (Large); 24–36 HD (Huge)
Level Adjustment: +6
This creature stands nearly 13 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in red scales. It has huge batlike wings and reeks of sulfur.
Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.
A red bane minion is 13 feet tall and weighs about 1,200 pounds.
Bane minions speak Infernal, Common and Draconic.
Combat
A red 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 cone of fire, once every 1d4 rounds, damage 10d8 fire, Reflex DC 21 half. The save DC is Constitution-based.
Flame Touch (Su): A red bane minion's body gives off intense heat, causing it's melee attacks to deal an additional 2d6 points of fire damage.
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 18 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 18 Will save or be affected for the spell's entire duration (12 rounds); success means the creature is slowed (as the spell) for 12 rounds. This is a mind-affecting, enchantment effect. Caster level 12th. The save DC is Charisma-based.
Spell-Like Abilities: 1/day—bestow curse (DC 18), cone of cold (DC 19), hold monster (DC 19), ice storm, slow (DC 17). Caster level 12th. The save DCs are Charisma-based.
See Invisibility (Su): A red bane minion continuously uses this ability, as the spell (caster level 12th).
The red bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +8
Speed: 80 ft. (16 squares), fly 80 ft. (average)
AC: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d8+7 plus 2d6 fire)
Full Attack: 2 claws +18 melee (1d8+7 plus 2d6 fire) and bite +13 melee (3d6+3 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, flame touch, fumble, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison
Saves: Fort +13, Ref +12, Will +12
Abilities: Str 25, Dex 19, Con 20, Int 14, Wis 18, Cha 18
Skills: Bluff +17, Concentration +16, Diplomacy +17, Hide +13, Intimidate +17, Knowledge (the planes) +15, Knowledge (religion) +15, Listen +17, Move Silently +17, Search +17, Sense Motive +17, Spot +17
Feats: Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13–23 HD (Large); 24–36 HD (Huge)
Level Adjustment: +6
This creature stands nearly 13 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in red scales. It has huge batlike wings and reeks of sulfur.
Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.
A red bane minion is 13 feet tall and weighs about 1,200 pounds.
Bane minions speak Infernal, Common and Draconic.
Combat
A red 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 cone of fire, once every 1d4 rounds, damage 10d8 fire, Reflex DC 21 half. The save DC is Constitution-based.
Flame Touch (Su): A red bane minion's body gives off intense heat, causing it's melee attacks to deal an additional 2d6 points of fire damage.
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 18 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 18 Will save or be affected for the spell's entire duration (12 rounds); success means the creature is slowed (as the spell) for 12 rounds. This is a mind-affecting, enchantment effect. Caster level 12th. The save DC is Charisma-based.
Spell-Like Abilities: 1/day—bestow curse (DC 18), cone of cold (DC 19), hold monster (DC 19), ice storm, slow (DC 17). Caster level 12th. The save DCs are Charisma-based.
See Invisibility (Su): A red bane minion continuously uses this ability, as the spell (caster level 12th).
The red bane minion first appeared in the SSI computer game Pools of Darkness, (1991).