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 location.
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.
Legendary Resistance (3/Day). If the banshee fails a saving throw, it can choose to succeed instead.
Spellcasting: The banshee can cast the following spells. Charisma is it's spellcasting ability for these spells:
- Toll the Dead (Cantrip - At will)
- Chill Touch (Cantrip - At will)
- Thaumaturgy (Cantrip - At will)
- Message (Cantrip - at will)
- Blindness/Deafness (2nd level - 5 times a day)
- Blight (4th level - 3 times a day)
- Dominate Person (5th level - 2 times a day)
- Dream (5th level - 1 time a day)
- Finger of Death (7th level - 1 time a day)
- Horrid Wilting (8th level - 1 time a day)
- Clone (8th level - 1 time; cannot be used again until 7 days have passed)
Multiattack. The banshee can use its Horrifying Visage. It then makes two Corrupting Touch attacks, or one Necrotizing Blast attack, or casts one spell from it's spell list.
Corrupting Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 10) necrotic damage.
Necrotizing Blast. Ranged Spell Attack: +12 to hit, reach 60 ft., one target. Hit: 25 (5d6 + 10) necrotic damage. The target must succeed on a DC 15 Constitution save or reduce their maximum hit points by the amount of damage taken by this attack. The Banshee Lich then heals itself by the same amount. Their hit points remain reduced until they finish a long rest.
Horrifying Visage. Each creature of the banshee's choice that is within 120 feet of the banshee and and can see it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (Recharge 6). 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 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 54 (12d8) psychic damage.
The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Paralyzing Touch (Costs 2 Actions). Melee Spell Attack: +12 to hit, reach 5ft., one creature. Hit: 21 (6d6) cold damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Poison Breath. Area Spell Attack: 60 ft. cone originating at the caster's location. Everyone in the cone must make a DC 15 Constitution save or take (5d6) poison damage. On a successful save, the targets take half of that.
Cantrip. The Banshee casts a cantrip from it's list of known spells.
Lair and Lair Actions
The banshee lich dwells in the sewers of the city, feeding on the dreams of the people within. The lair is littered with the skin and bones remains of previous victims, sucked dry by the necrotic energy of the banshee. The smell of decay, sewage. and death hang in the air, choking all who attempt to enter. Swarms of insects fly around, biting all who get too close.
Lair Actions
On initiative count 20 (if tied, it loses initiative), the banshee takes a lair action to cause one of the following effects; the banshee can’t use the same effect two rounds in a row:
- Pools of sewage that the banshee can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the banshee chooses within 120 feet of it. The cloud spreads around corners and remains until the banshee dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the banshee chooses within 60 feet of it, filling a 15-foot-radius sphere until the banshee dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a banshee lich's lair is warped by the banshee’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair is devoid of life. You cannot forage for food, crops do not grow, and animals have evacuated.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the banshee that drink such water regurgitate it within minutes.
If the banshee dies, the land supernaturally springs back to life within minutes, sprouts start growing out of the ground, and previously foul water clears.
Previous Versions
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