Medium Fey, Chaotic Evil
Armor Class 15 Natural
Hit Points 97 (13d6 + 52)
Speed 50 ft.
STR
18 (+4)
DEX
20 (+5)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +9, CHA +9
Skills Acrobatics +10, Deception +10, Nature +4, Perception +2, Performance +10, Stealth −10, Survival +4
Senses Darkvision 60ft., Passive Perception 12
Languages Sylvan (Unseelie), Elven (accented), Common (limited-none, accented), Local Humanoid (limited-none, accented), Telepathy 110ft. (only Fey and Elves)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance: Adv. on Saves vs. spells and other magical effects.

No Breath: Doesn’t breath, has no mouth, and is mute.

Flautist: Can perform music with a wind instrument psychically as a free action.

Woodland Wanderer: Difficult terrain caused by plants doesn’t affect it.

Fey Resistance: Can’t be charmed or frightened magically, has advantage otherwise.

Mobile Armor: Gains +3 AC when unarmored, not restrained or otherwise unable to move.

Dancers’ Momentum: If Banshrae moves 10ft. or more -willingly- during its turn, gains +4 AC until the beginning of its next turn. Does not stack.

Multi-Attack: Can make up to two unarmed strikes per attack action.

Flurry of Blows: Can make an unarmed strike as a bonus action. 

Open-air Performer: Must rest on unworked soil (soil that hasn’t been farmed or touched by metal) in order to regain innate spell slots and use Woodland Wanderer and Dancers’ Momentum.

Innate Spellcasting: Spellcasting w/ CHA (DC 19)

3/Day: Disguise Self, Thunderwave (up to second level)

1/Day:Insect plague (5th level)

Actions

Unarmed Strike: +8 to hit, reach 5ft., one target. Hit: 9 (2d8+4) bludgeoning or piercing damage.

Maddening Music: If the Banshrae is holding a wind instrument, it can play one of 3 melodies. Starting a melody takes a full action but maintaining it is a free action as long as the Banshrae is still holding a wind instrument. Every non-Fey creature within 60 ft. that can hear or see the Banshrae must make a DC 19 CHA save or be affected by the particular melody. A successful save against one melody will make the creature immune to that melody for 24 hours but not to the other melodies. This also counts for melodies played by other Banshraes. 

MM Disturbing Dirge: affected creatures that fail a save are paralyzed with fear and stunned for 1d4 rounds or less if the Banshrae stops playing it.

MM Silly Saccharine Sing-a-long: affected creatures are compelled to loudly sing a nonsense song, giving them Stealth -15, cannot speak nor use verbal spell components. The Banshrae can use its bonus action to force the affected creatures to speak a certain phrase in a language the Banshrae knows. The effect lasts until the Banshrae stops playing the melody, or they leave the range. If they re-enter the range while the Banshrae is still playing the melody, creatures must make the saving throw again.

MM Traveling Tune: Creatures affected by the melody must -at the beginning of their turn- spend half of their normal movement speed on their turn moving in a random direction. The Banshrae can use its bonus action to pick the direction all affected creatures move towards. An affected creature can use an action to make another save against the effect. If the creature is affected for a total minute (10 turns) they gain a level of exhaustion and the effect ends on them, though the creature is not immune. If an affected creature leaves the range of the melody they are no longer affected, but must remake the saving throw if they re-enter the Banshrae’s range while it is still playing the melody. Exhausted creatures have disadvantage against this melody’s save.

Description

Thanks to “The Creature Codex” for the inspiration to convert the Banshrae to 5e Dungeons and Dragons.

This lean humanoid has a willowy frame and long hands and feet. Their solid colored eyes peer out from an otherwise blank face. They wear finery and clutch a well made flute in their delicate fingers.

Banshraes are sinister musical tricksters, cursed by the powers of the Feywild to never speak or sing. They can communicate telepathically, as well as play their flutes using only the powers of their mind, and are spiteful and violent creatures. Many of them are solitary wanderers, but others serve in the courts of wicked fey as spies, minstrels and assassins. Regardless, all banshraes seek to first ruin and then end the lives of other creatures through cruel pranks, deceptions and murder.

A banshrae cannot eat or drink, but instead gains nutrition when it rests on unworked earth. As such, they are usually found in natural settings, but some store crates or coffins of the stuff to rest in when traveling into civilized areas. This may lead to their confusion for vampires, which banshraes find hilarious. Banshraes love finery of all kinds, and typically dress in elaborate robes, wear ostentatious jewelry, and weave their hair into imposing decorative forms.

Banshraes live to commit acts of violence, and delight in the feeling of bones breaking beneath their hands and feet. Their magical music acts to disrupt and distract enemies, forcing them to move or sing or merely filling their hearts with fear. If enemies resist these enchantments, they rely on their spell-like abilities, summoning clouds of vermin or dealing sonic damage. Banshraes are confident but not foolish, and will typically retreat if a combat turns against them.

Banshraes are small and lithe, standing up to five feet high and weighing little more than 100 pounds. They typically disguise themselves as short elves or tall gnomes, but their innate Disguise Self ability is flawed in that they can never give themselves mouths and will typically “wear” scarves or bandanas to hide this.

Banshrae Boons and Banes (DC 19, 7th Level Spell)

Banshraes delight in giving their banes freely, posing as benevolent creatures in order to “bless” unsuspecting victims. Their boons are less frequently given, but they occasionally will sponsor a mortal who shows a promising aptitude for trickery and violence. Both require 10 minutes to cast and can only be cast on one target at at time. Playing a wind instrument does not interrupt the casting.

Boon: Your unarmed strike damage dice increase by one (if you have zero then gain a d4) and take 3 less points of bludgeoning damage from all sources. This boon is permanent unless removed.

Bane: You fill other creatures with a terrible rage, and they find it easy to harm you. You suffer a -4 penalty to all Charisma based skill checks and saves and Armor Class. This bane is permanent unless removed.

 

Monster Tags: fey

Habitat: CoastalForestGrasslandHillSwampUrban

Abbadonne

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