Air Envelope. If it has at least 1 hit point, the astral banshee can maintain an air envelope around itself when in a vacuum, which it must replenish by visiting another air envelope at least once every hour. This air envelope extends 5 ft and can sustain the astral banshee and any creatures within it.
Flyby. The astral banshee doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Dive. If the astral banshee is flying and dives at least 20 feet straight toward a creature and then hits it with a horn, bite, or claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the astral banshee can repeat the same attack as a bonus action.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
Astral Banshees are native to the moon Eywa'eveng where they are known as ikran. A large banshee has a wingspan of 10 feet and is 10 feet in length. They can grow to a gargantuan size.
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