Barrier (3/Day). As an action or bonus action, the banshee gains 20 barrier ticks. When the banshee is dealt damage, remove one barrier tick and reduce the damage by 1d8.
Innate Powercasting. The banshee's innate powercasting ability is Wisdom (save DC 18, +10 to hit with power attacks). It can innately cast the following powers:
At Will:
Charge: Choose a creature or object within range and use the target's mass to pull yourself to its location with incredible force (this movement does not provoke opportunity attacks). The target must make a Dexterity saving throw. On a failed save the target takes 4d10 force damage and becomes prone. Charge ignores half cover.
Nova: Transfer the energy of your barrier into a biotic explosion, consuming your remaining barrier ticks. Creatures within a 10' sphere centered on you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes force damage equal to Xd8+3d8, where X is the number of barrier ticks. On a successful save, a creature takes half as much damage.
6/Day
Warp: Make a ranged power attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing 5d10 necrotic damage.
Teleporting Dodge. In response to making a Dexterity saving throw, the banshee can use its reaction to teleport up to 10' away. If it is still within the affected area, it has advantage on the saving throw.
The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The banshee regains spent legendary actions at the start of its turn.
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