| Mod | Save | ||
|---|---|---|---|
| STR | 1 | −5 | −5 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +9 |
| WIS | 14 | +2 | +7 |
| CHA | 19 | +4 | +4 |
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Legendary Resistance (3/Day, or 4/Day in Lair). If the banshee fails a saving throw, it can choose to succeed instead.
Multiattack. The banshee makes two Corrupting Touch attacks and uses Horrify. It can replace one attack with a use of Spellcasting to cast an At Will spell.
Corrupting Touch. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Necrotic damage.
Horrify. Wisdom Saving Throw: DC 17, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The target is immune to this banshee’s Horrify for 24 hours.
Deathly Wail (Recharge 6). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 17, each creature within 60 feet that can hear the wail and isn’t a Construct or an Undead. Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 21 (6d6) Psychic damage.
Spellcasting. The banshee casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 17, +9):
At Will: Chill Touch (3d8), Dancing Lights, Mage Armor (cast before combat), Mage Hand, Minor Illusion, Ray of Frost (3d8)
2/Day Each: Arcane Lock, Charm Person, Hold Person, Mirror Image, Thunderwave
1/Day Each: Banishment, Bestow Curse, Cloudkill, Dispel Magic, Lightning Bolt, Ice Storm, Telekinesis
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the banshee can expend a use to take one of the following actions. The banshee regains all expended uses at the start of each of its turns.
Corrupting Movement. The banshee moves up to half its Speed, and it makes one Corrupting Touch attack.
Keening. The banshee uses Deathly Wail. If it isn't available, it recharges Deathly Wail. The banshee can’t take this action again until the start of its next turn.
Kiss of Death. Constitution Saving Throw: DC 17, one creature within 5 feet that has the Charmed, Frightened, or Incapacitated condition. Failure: The target's Hit Points is reduced to 0. Success: 21 (5d6 + 4) Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its Hit Point Maximum to 0. Failure or Success: The banshee can’t take this action again until the start of its next turn.
Description
Ancient banshees were once powerful mages and often held important responsibilities or positions such as monarch, royal advisor, or guild wizard. But their greed, jealousy, and narcissism led to their untimely demise. Vengeful and malevolent, they seek to destroy the descendants of those that wronged them.
Lair and Lair Actions
Ancient Banshee Lairs
An ancient banshee haunts the area of its death, which is usually a place that was once majestic or important, such as a castle, keep, temple, or tower, and is unable to venture more than five miles from there. It keeps all the doors in its main lair Arcane Locked.
The region containing a banshee's lair is warped by the banshee's foul magic, creating the following effects:
Confounding Growths. The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and mud covers the ground.
Obscuring Fog. The area within 1 mile of the lair is Lightly Obscured with thick fog.
If the banshee dies or moves its lair elsewhere, these effects end immediately.
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