Detect Life. Aloth can sense the presence of living beings as soon as they enter the mill. This detection causes her to be immediately aware of their presence and prepare for a confrontation, but she is unable to sense the presence of living beings outside the mill
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.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) 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 (Recharge 6): Aloth releases a horrifying wail. Each creature within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failed save, a creature takes 3 (1d6) psychic damage, is pushed 15 feet away from Aloth, and falls unconscious for 1 round. If the creature is within 15 feet of the river, it automatically falls into the water. On a successful save, a creature takes 2 (1d4) psychic damage and is pushed 15 feet away from Aloth. If the creature is within 15 feet of the river, it must succeed on a DC 12 Athletics or Acrobatics check or fall into the water.
Unconscious creatures wake up at the end of their next turn if they succeed on a DC 10 Constitution saving throw, or automatically at the start of their following turn. Unconscious creatures that fall into the river must be rescued by their allies with a successful DC 12 Athletics or Acrobatics check to avoid drowning.
Vengeful Echoes (Recharge 5-6):
Description: Aloth’s spirit is bound by the deep resentment she held in life, particularly towards those who she felt wronged her or stood in the way of her ambitions. As a reaction when she is hit by a melee attack from a creature that is visibly wearing jewellery or adorned with symbols of wealth, she can trigger Vengeful Echoes.
Effect: The attacker must make a DC 13 Wisdom saving throw. On a failed save, the attacker is overwhelmed by visions of Aloth’s past—her anger, bitterness, and unfulfilled desires—and becomes paralyzed with despair until the end of their next turn. On a successful save, the attacker is unaffected but still hears faint whispers of Aloth’s tragic past.
Description
Once a proud daughter of House Truscan, Aloth dreamed of marrying into wealth and influence far beyond the quiet, rustic life her family had chosen in the small village of Landdoorn. She believed that a grander destiny was her right, and she resented her family for what she saw as their failure to secure her the future she deserved.
Consumed by her bitterness, Aloth sought out means to change her fate. In doing so, she fell victim to the deceit of a false priest, who led her down a path of ruin. The sabotage she attempted backfired tragically, leading to her untimely death and her transformation into a banshee.
Now bound to the ruins of her family's mill, Aloth haunts the site, her once beautiful visage twisted into a horrifying mask of sorrow and anger. She is driven by resentment, seeking to reclaim the riches and status she believed were rightfully hers, even in death. Aloth's banshee form is a tragic echo of her lost aspirations, her spectral presence a constant reminder of the vengeance she never achieved.
Comments