Good at making monsters? I need an Aspect of Bane.

Moon_Goddess

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My Pcs are still in the heroic teir but they've already found that they are quite good at making enemies.

The most powerful enemy they've made is Bane, but they're not really sure how much they've angered him yet.

I'm using an accelerated XP Method to increase their leveling, so by the end of January or so they'll be low to mid Paragon and at that time I'd like them to come up against an aspect of Bane.

So I'm looking for ideas, suggestions, or even full stat blocks of what his Aspect would be like.

Thanks for any help.
 

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I would be interested in helping, but there is a bit more in fleshing out a BBEG for a group that the info you have so far.

Based on the miniatures card stats here, the Aspect of Bane is a pretty straight foward Soldier or Brute with reach and an Aura of Fear. You could probably take the Hobgoblin Hand of Bane, a level 8 Soldier, ramp him up to 14th level and add a Draconic Fear Aura. That would be a pretty simple approach but would not result in a strong/dangerous solo encounter.

THere is also an 'Adept of Bane', level 4 controller... which would turn into a pretty solid Solo encounter.

Or you could go back to some of the original descriptions "He has the reputation of never being seen, though stories of a freezing black-taloned hand and eyes of blazing fire spread. ".. and so adapt some of the new assassin mechanics and create a Lurker {still not good Solo material there}

Or you could reach even farther back to the source material used in the creation of Bane to the myth of Druaga.. a demon who controlled hordes of lesser demons, including succubi, weilds a ruby headed mace and a variety of swords in his 8 arms and walks about on 6 legs.. very like a Kina/Drider mix.
Now *that* could be turned into a nasty encounter!
 

Some deadly serious aspects appeared in the Deities and Demigod articles about Bane, so you could take one of those and tone it down. One was called the Centurion and the other, the Imperator. They are high 20's, though, so you could pick one or the other (or maybe a mash up of both) and reduce their level to 15, or wherever is appropriate for your party.
 

I've got an aspect of bane (level 16 solo) that I made on Adventure tools, but I can't figure out how to pull it off so I can post it. If it's not possible, I'll get back on in the morning and actually just type the information.
 

Malcom, I usually print to PDF, but I think there is an export to XML or HTML there as well...

I haven't tried simply copying the center panel off yet :erm:

Mentat55, I don't have Dieties and Demigods anymore... could you post a summary of those two? They sound like fun! :devil:
 

The Centurion is a Level 26 Elite Soldier, and the Imperator is a Level 29 Elite Controller (Leader). Basically, one aspect represents Bane the warrior, the other as Bane the general / tyrant.

The Centurion wields a black spear and black gladius, and focuses on forced movement and opportunity attacks (via Threatening Reach and Combat Superiority).

The Imperator has more fear and psychic attacks, controllery stuff, and has a few really potent ally-boosting powers.
 

Here is an example of what I might do for a mid paragon Aspect of Bane themed solo. I have chosen an Aspect of Battle, and designed it as a relatively straight forward, reasonably dangerous threat.

Aspect of Battle Level 16 Solo Soldier
Large Immortal Humanoid (bane) XP 7,000

Initiative +15 (+5) Senses Perception +17, darkvision
HP 650; Bloodied 325; see Built for War, Voice of Command
AC 32; Fortitude 29, Reflex 28, Will 28
Immune charm, fear;
Resist 20 variable (2/encounter)
Saving Throws +5, also see Unstoppable Force
Speed 6
Action Points 2, also see Built for War

:bmelee: Blade Strike (Standard; at-will)
Reach 2; attack +23 vs. AC; 2d8+7 damage (crit 2d8+23 damage)

:bmelee: Spear Stab (Standard; at-will)
Reach 3; attack +23 vs. AC; 1d10+7 damage (crit 1d10+17 damage); on
hit target takes 5 ongoing bleeding damage (save ends), if the target is
already taking ongoing bleeding damage it increases by 5

:melee: Edge and Point (Standard; at-will)
Aspect makes a Blade Strike and a Spear stab attack in any order and
may shift 1 square after making each attack

:ranged: Spear Throw (Standard; at-will)
Range 10/20; attack +21 vs. Reflex; 3d10+7 damage; on hit target is
immobilised (save ends)

:close: Blade Assault (Standard; recharge :5::6:)
Burst 2; Aspect makes a Blade Strike attack against each enemy in burst;
on miss target takes half damage

:close: Cower Before Bane (Standard; encounter) fear, thunder
Burst 8; attack +21 vs. Will; 1d10+6 thunder damage; on hit target is
stunned until the end of their next turn, aftereffect target takes a
-2 penalty to attack rolls (save ends)

:close: Voice of Command (Standard; encounter) thunder, only while bloodied
Aspect may only use this power while bloodied; close blast 5; primary
target inside blast; attack +21 vs. Will; 1d10+6 thunder damage; on hit
target is dominated (save ends); all other secondary targets inside blast;
attack +21 vs. Fortitude; 3d8+6 thunder damage; on hit target is pushed
5 squares and dazed (save ends)

Threatening Reach
Aspect has threatening reach (3) with its Spear Stab attack

Built for War healing, when first bloodied
When first bloodied Aspect regains 1 action point and heals 80 HPs as an
immediate free action; for the rest of the encounter Aspect acts twice each
round with its second set of actions on current initiative -10, on each of its
turns it can make a minor, move and standard action and make saving throws
etc

Unstoppable Force (Minor; recharge :5::6:)
Aspect makes an unmodified saving throw against any one effect it is
currently subject to, even if that effect does not normally allow a save

Alignment Evil Languages supernal
Skills Athletics +20, Endurance +19, History +16, Intimidate +19
Str 24 (+15) Dex 20 (+13) Wis 18 (+12)
Con 22 (+14) Int 16 (+11) Cha 22 (+14)
Equipment Warspear, Warblade, platemail


I am not sure exactly what you intended for the encounter so I have taken the liberty of designing appropriate minions you could add to the encounter.

Hobgoblin Warmonger Level 15 Soldier (minion)
Medium Natural Humanoid XP 300

Initiative +13 Senses Perception +10, low light vision
HP 1; a minion never takes damage from a missed attack
AC 31; Fortitude 29, Reflex 26, Will 25
Resist 15 all damage when within 10 squares of Aspect of Battle
Saving Throws see Hobgoblin Resilience
Speed 6

:bmelee: Spear Thrust (Standard; at-will)
Reach 2; attack +22 vs. AC; 10 damage, if this attack scores a critical hit
the target is also immobilised (save ends)

:melee: Unbalancing Riposte (Immediate Reaction; at-will) when missed by
any attack within reach
When missed by any attack within reach 2; attack +20 vs. Reflex; on hit
target is knocked prone

:melee: Worthy for Eternal Battle (Immediate Reaction) on death
On death Warmonger may make an immediate free Spear Thrust attack
against any 1 target within reach

Hobgoblin Resilience (Minor; at-will) 1/round
Warmonger may make a saving throw against any one ongoing effect it is
subject to that usually allows a save

Alignment Chaotic Evil Languages goblin, common
Skills Athletics +19, Endurance +17
Str 24 (+14) Dex 18 (+11) Wis 16 (+10)
Con 20 (+12) Int 10 (+7) Cha 12 (+8)
Equipment longspear, chainmail

Like any major solo encounter you will need to balance this to your group. I hope this helps, or gives you a couple of ideas.
 
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What might be cool is to make two solos, each 50% HP, representing Bane's aspects of Battle and Tyranny/Command. Initially you have the Aspect of Tyranny commanding minions to attack and such, but when you reduce the Aspect to 0 HP, it transforms into the Aspect of Battle, and takes it to the PCs directly.
 

What might be cool is to make two solos, each 50% HP, representing Bane's aspects of Battle and Tyranny/Command. Initially you have the Aspect of Tyranny commanding minions to attack and such, but when you reduce the Aspect to 0 HP, it transforms into the Aspect of Battle, and takes it to the PCs directly.

Yeah that might be cool. If this approach was taken I think I would want to design the environment as well to add lots of interest. I would want the Aspect of Tyranny to be able to manipulate the environment to help his allies, and hinder and effect his enemies.

DarwinofMind gave us no clues as to how or where this encounter would happen so we don't know if this is a direct assault from Bane or the PCs attacking him (neutral or PCs turf) or blundering into his domain (Banes turf). As always context is everything.
 

Mesh Hong, that is a nice build!

However, it has the glaring problem most Solo Soldiers and Brute have.. which is onely one action for each 5+ the party has...

But I think Mentat55's idea is great and instead of bringing in the aspect of battle after the aspect of Tyranny is destroyed, design them as a pair that always travells together.. with some appropriate minions.
Using the half solo hitpoints means that the Aspect would be basically a single monster.

But yes, I think we need more info from DarwinofMind regarding the locale, terrain, and story conceit for the encounter.
 

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