Undead Fortitude. If damage reduces the banshee to 0 hit points, it must make a constitution saving throw with a DC of 8 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the banshee drops to 1 hit point instead.
Feral Pouncer. The banshee always has advantage on attack rolls against prone creatures.
Light Weakness. When a Banshee is exposed to daylight (either real or magical) they feel searing pain that deals 5 fire damage the first time it is exposed to it and 5 at the end of each of its turns in daylight. The first time it sees daylight the burning leaves the banshee exposed and all attacks rolls against it are rolled at advantage until the start of its next turn.
Multiattack. The banshee makes two attacks: one with a pounce and one with claws.
Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d10 +3) slashing damage.
Pounce. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 +3) bludgeoning damage.
If the banshee is 5ft above its target or standing on top of another creature it can jump up to 40 feet (doesn't expend movement) towards the target and make a pounce attack, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the banshee can make one claw attack against it as a bonus action.
Description
Undead banshees move in a volatile manner. They wear the moldering clothes they wore when they first turned, and lurk around other weaker undead. Their wrists are glowing with bright yellow warts, and their fingers have grown out to long sharp bones forming claws. They only lurk in the dark and only come outside when there is no daylight.
Previous Versions
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9/16/2022 2:51:41 PM
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17
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0
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Coming Soon
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9/16/2022 3:49:31 PM
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19
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1
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1.1
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Coming Soon
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9/17/2022 3:21:46 PM
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20
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1
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1.2
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Coming Soon
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