Medium Undead, Chaotic Evil
Armor Class 13
Hit Points 110 (20d8 + 20)
Speed 0 ft., Fly 60 ft.
STR
1 (-5)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws WIS +9, CHA +7
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Tremorsense (If a plant is touched), Passive Perception 18
Languages Common, Elvish Common, Elvish
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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. However if a creature touches a plant such as a tree or vines she knows 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.

Innate Spellcasting. The banshee’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: chill touch
3/day: bestow curse, misty step
1/day: blight

Actions

Corrupting Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (5d6 + 4) necrotic damage.

Corrupting Arrow. Ranged Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (5d6 + 4) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 15 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 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. If a creature is killed while unconsious from the wail they turn into a ghoul. On a success, a creature takes 17(5d6) psychic damage. 

Legendary Actions

The Ancient 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 Ancient Banshee regains spent legendary actions at the start of its turn.

Move. The Banshee Druid moves up to its speed without provoking opportunity attacks.

Corrupting Touch (Costs 2 actions). The Ancient Banshee uses her Corrupting Touch or Corrupting Arrow ability.

Summon Ghouls (Costs 3 actions). The Banshee Druid summons  1d4+2ghouls.

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.

Lair and Lair Actions

The Banshee Druid 's lair in the place that caused her the most pain in life: a place where they lost someone close, they experienced some sort of trauma or something similar. Her presence causes the surrounding area to be suffused with the negative energies of the Shadowfell, attracting undead to the region.

Lair Actions

On initiative count 20 (losing initiative ties), the Banshee takes a lair action to cause one of the following effects; the Banshee Druid can't use the same effects two rounds in a row:

Screams echo throughout the lair, filling the ears and minds of anyone in the lair. Any creatures that aren't undead or deafened must succeed on a DC 15 wisdom saving throw or take {"diceNotation":"2d10","rollAction":"Lair Action"} psychic damage on a failure, half as much damage on a success.

Vines emerge from the ground and walls in a 20ft cube, grasping at any creatures within 5ft of the surfaces. Creatures must make a DC 15 strength saving throw or be grappled.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2023 12:18:45 PM
7
1
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Coming Soon
charkomangus

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