Detect Life. The bansheep can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The bansheep can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Sure-Footed. The Bansheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Corrupting Headbutt. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the bansheep’s Horrifying Visage for the next 24 hours.
BAA (1/Day). The banshee releases a mournful Baa, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 8 Constitution saving throw. On a failure, a creature takes 14 (4d6) psychic damage. On a success, a creature takes 4 (1d8) psychic damage.
Description
When a Sheep has been defiled its spirit may become corrupted and it when it dies it becomes a Bansheep
Comments