Medium Undead (Elf, Half-Elf), Chaotic Evil
Armor Class 14 Natural Amor
Hit Points 78 (13d10 + 5)
Speed 40 ft., Walk 0 ft.
STR
9 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws CON +5, WIS +3, CHA +6
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Elvish They only know elvish because their minds are corrupt. But if they see elves talking to other races then they can translate that language and learn.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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.

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.

Divine Sense. They can detect any form of Holy live or paladin in the range of 15 miles. They can also detect good creature from a range depending on their alignment. Lawful good: 15 miles, neutral good: 10 miles, chaotic good: 7 miles. Unlike the detect life, they will know where these creatures are.

Actions

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 the 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.

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 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage

Wraith of The Undead(1/15 Minutes). She will summon 3 weaker versions of the banshees to help her. She can do this to a max of 9 minions at a given time. The DM can say how weak they are. Also their attacks are the same as the Banshee Assassin but their heath 25 and their AC 9.

Death Sickle. Melee Attack: + 6 to hit, reach 10 ft., one target. hit 14 (1d4) slashing damage.

Cursed Cross Bow: Ranged Attack: +6 to hit, reach 80/320., one target. Hit 14(1d8) piecing damage. The creature hit with this must do a 14 AC Wisdom saving throw or take 2d8+3 curse damage. This bow is powered by the chaotic alignment so only chaotic people can touch it. If a non chaotic person touched this then they must do a 15 DC saving throw or take 2d8+6 curse damage until they become chaotic evil. This bow only has 25 uses before it has to be recharged after 1 long rest. However Chaotic evil people can use this for ever. 

Rogue Dagger. Melee Attack: +4 to hit, reach 5 ft., one target. Hit 14 (1d4) piecing damage.

Reactions

If they sense any living or holy creature they will do the action "Wraith of The Undead."  and send them in front of her. Then see we always target holy creatures & paladins first, then healer's, then the main magic user's, while her minions would attack everything else she isn't attacking right now.

Legendary Actions

Banshee Resurrection. If one of her minions is still alive when she falls they can lower their heath to 1 HP to heal her back to full. How ever they can't heal her is they are 3 HP or lower.

Undying Curse. She will send her curse to a living creature of her choosing within a range of 10 ft. That creature will have to roll a 15 DC constitution role and a 14 wisdom saving throw. If they fail the constitution saving throw them they will be come undead for the rest of the fight, becoming immune to this curse. If they fail the wisdom saving throw then they will become any chaotic alignment rolled by the DM. If they are already chaotic then they will become any lawful alignment rolled by the DM. The DM will roll a DC 4.

1= chaotic/Lawful good. 2=Chaotic./Lawful neutral. 3&4= Chaotic/Lawful Evil. This will last for 30 minutes. However they are not immune the curse.

If they fail both them they will become a Banshee Assassin.

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.

In life this female elves were assassins. But were assassinated them self's by people who were probably close to them. Because of this their souls were driven mad to the point of turning into the Banshee Assassin's you see today. They still carry out their own assassination on the living creatures and still hunt the creatures of the undead because they hunted them in life. Because of this they have assassin weapons and do 2 times more damage against the undead. They also believe that holy creatures and paladins must be killed at all costs. 

Killing one these things is a great thing to do because not only does it stop them from killing innocent creatures and you also free their soul from this curse so they can move on.

Monster Tags: undead

Habitat: DesertGrasslandUnderdark

EvilmanXD

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