Detect Life. The banshee 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 banshee 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.
Fractured mind. The Banshee still maintains scatterings of her past self leaving her listless and unpredictable each turn make a dc 10 wisdom save if failed disengage and move away 20ft . the banshee may re-engage next turn
Elven Split Blade. Melee weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. on a critical hit add 8(2d6) bleed damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 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 banshee’s Horrifying Visage for the next 24 hours.
Attune wail. The banshee releases a focused wail Rising in frequency , Directed at her sword adding +3 necrotic damage to her melee for 3 rounds and focusing her wail into a directional blast, non-undead within 5ft melee range take 3d8 psychic damage and must make a dc14 athletics check or be knocked prone.
Focused wail. After Attuning The banshee unleashes a terrible wail cracking the ground and walls in a 20 ft cone any non-undead hit by the wave take 3d8 psychic damage and must make a dc13 to avoid being knocked prone the target that rolled the lowest must make a dc14 intelligence save. if the intelligence check is failed that party member will feel weak and fall to 0HP at the start of they're next engagement (this includes if the banshee leaves and re-engages) only two members can suffer this curse at a time
My....Name. if the party has managed to learn the Banshees name they can attempt to snap her to her senses by shouting her name . roll a d6 to determine her reaction. 1-2 she charges the party member who spoke and attacks twice with her sword. 3-4 she goes still counted as stunned for 2 rounds. 5-6 she stops being a threat temporarily and responds to her name and enquires to the party if they know her How the conversation goes is up to the DM whether it be a plot device or last ditch effort to spare the party.
Description
The woeful banshee knight is a spiteful and sadistic creature formed from the spirit of a once venerated and esteemed albeit feared female elven knight . Its face is wreathed in a wild tangle of hair that floats and drifts with her movements as if underwater, its body clad in Ornate elvish armor that seems degraded beyond function. In her Right hand she clutches an unusual split bladed sword akin to a tuning fork an echo of the spirits former self originally intended for punishment and eventual death through exsanguination this weapon was frowned upon deeply by her peers.
Previous Versions
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2/19/2021 8:16:37 PM
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Coming Soon
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