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Banette
Banette is a child's doll that was thrown away and forgotten when its owner grew too old. It is truly unknown what gave Banette its life, but its believed to be a spirit of a child that was forgotten by their family. When this spirit sees a toy thrown out, it becomes angry and possesses the item, seeking revenge on its previous owner.
Revenge of the Forgotten. A Banette is a spiteful and hateful creature. It will do anything in its power to hunt down the child that disposed of it. When it finds this person, it will toy with them, potentially driving them insane. A Banette can be appeased if its old owner treats it well, in which case it will become a normal toy once more. However, if the toy remains angry, it will dispose of its owner in a similar way it was.
Hidden Magics. A Banette's mouth is almost always tied or zipped shut. Its mouth contains magical, spell-like energies that it can use against its foes. It is thought that if a Banette keeps its mouth open for too long, the angry spirit inside it will escape, with it unable to finish its hunt.
Inanimate Nature. A Banette doesn't require air, food, drink, or sleep.
Banette
Small construct, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 36 (8d6 + 8)
- Speed 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 7 (-2) 14 (+2) 10 (+0)
- Saving Throws Str +6, Wis +5
- Damage Immunities poison
- Condition Immunities exhaustion, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages understands Common, but can only say its own name
- Challenge 1 (200 XP)
Cursed Body. When Banette takes damage from a critical hit, the attacking creature must make a DC 15 Constitution saving throw or become stunned until the end of its next turn.
False Appearance. While Banette remains motionless, it is indistinguishable from an inanimate rag doll.
Hybrid Creature. Banette has two creature types: construct and undead and can be affected by a game effect if it works on either of its creature types.
Incorporeal Movement. Banette can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. Banette's spellcasting ability is Wisdom (spell save DC 15). Banette can innately cast these spells, requiring no material components:
At Will: darkness, inflict wounds, mage hand, thaumaturgy
1/day: cause fear, invisibility
Insomnia. Banette can’t be put to sleep by magical means.
Actions
Shadow Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage and 3 (1d6) necrotic damage.
Prankster. At the start of the round, Banette moves to the top of the initiative order and takes an action that deals no damage. The Banette's next turn must be taken on its normal turn in the initiative order. When the Banette uses this ability, it can not use a bonus action or reaction until the start of its next turn.
Credits
Art: REALISTIC POKÉMON: BANETTE by René Campbell
Created by /u/Brudduh using GM Binder.