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.
Shape changer: the Banhine Can use this action to polymorph into a small or medium humanoid It has seen or back into its true form. The statistics other than its size are the same and each form any equipment is wearing or caring isn't transformed. It reverts it's true form if it dies.
Mind reading: They can look through the memories of those that are within 60 feet of it. This effect penetrates barriers but 3 ft of wood or dirt, 2 ft of stone 2 in of metal or a thin sheet of lead blocks it. While the target is in range they can continue reading its thoughts
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic 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.
Wail (1/Day). The banshee releases a mournful wail, 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 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Innate spellcasting: The Banhine innate spell casting ability is charisma-based, spell DC-14 they can innately cast the following spells requiring no material components:
Entangle, good berry, barkskin, pass without trace, Shillelagh
Magic resistance: They have advantage on saving throws against spells and other magical effects
The walls speak: want on their turn they can use 10 ft of their movement to step into the walls within reach and emerge from a second wall within 60 ft of the first wall appearing in the unoccupied space within 5 ft of the second wall.
Fay charm: Target one humanoid orbit that they can see within 30 ft of them at the target can see the Banhine , It must succeed on a DC-14 wisdom saving throw or be magically charmed. The charmed creature regards the Banhine as a trusted friend to be heated and protected although the target isn't under the Banhines control, it takes the Banhines request or actions in the most favorable way it can, each time the Banhine or their allies do anything harmful to the target it can repeat the saving throw, ending the effect on itself on a success. Otherwise the effect last for 1 minute or until the Banhine is killed, on a different plane of existence from the target, or ends the effect as a bonus action. If the target saving throw is successful the target is immune to the banhines fey charm for the next 24 hours.the banhine Can have no more than one humanoid and up to three beast charmed at a time
Description
The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
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