Horde: In total, there can be 6 Banshees activley fighting at once.
Detect Life. The banshees can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. They knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The banshees 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.
Glide: Banshees hover 2-3 feet off of the ground, but cannot go higher than 5 feet.
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 a 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.
Focused Wail (4/Day) per Banshee. The banshee releases a mournful wail focused in one direction. This ability deals powerful knockback and damage. The individual Banshee rolls a d10 for knockback, and a d8 for bludgeoning damage if they impact a wall, door, the ground, etc.
Curse (1/day): With one touch, a Banshee will curse one living creature. If the curse is not treated, the creature will take 1d4 necrotic damage per 5 in game minutes until they lose all hit points. If this happens, they have no chance to roll a saving throw. If the creature who dies is a female elf or half elf, they will become a Banshee and join the specific horde that killed her.
The only way to save them from the curse is for their entire body to be submerged in a natural source of holy water blessed by a celestial.
After casting the curse, the banshee will immediately detonate and die.
Cry of the Banshees (1/day): All still living Banshees will wail in unison. The wail has no effect on constructs or undead. Anything small or fragile (glass, natural ice, ceramics, etc) within 30 feet of you will shatter. All other creatures within 60 feet of you that can hear you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Damage goes double for creatures such as werewolves and werecoyotes with enhanced hearing. This has no effect on other sound based creatures such as other banshees or sirens.
Description
Banshee: These women hover a few feet off the ground. They wear torn, ragged dresses that flutter in the wind with their long hair as they fly. Their skin is pale grey or white, and their eyes are black, and when they activate their abilities they glow silver, as black tears roll down their face.
Queen Banshee: The Queen Banshee has no difference in power levels as others. They however have better control over them, and can use their abilities more often. Their eyes glow red, and they have the full ability to fly. There is always one queen per horde, and if they die all other banshees in the horde die instantly. The queens can shriek once per battle and resurrect all horde members that died in battle.
Comments