Medium Undead, Neutral Evil
Armor Class 12 (Natural armor)
Hit Points 115 (21d10)
Speed 40 ft., Walk 0 ft.
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws WIS +7, CHA +7
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 14
Languages Telepathy 120 ft. Only languages it knew in life
Challenge 8 (3,900 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.

Innate Spellcasting. The Banshee´s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

 

At will: dancing lights,mage hand,mage hand, message, prestidigitation, chill touch (damage = 2d8)

Using a legendary action: maximilian´s earthen grasp

1/day: bestow curse, suggestion

Eternal Revenge. If the corpse of the banshee was not targetet by a remove curse spell of some similar effect, a destroyed banshee of the death wish will return in its ghostly form after 2 days (7d12 hours), regaining all its hit points, appearing within 10 feet of its former body, as long as the creature, who is the reason for the spirits existence, is still alive.

Actions

Corrupting Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 15 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 (Once per 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 7 (2d6) psychic damage.

Possession (Once per Day per targert). One humanoid that the banshee can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by it; the banshee then disappears, and the target is incapacitated and loses control of its body. The banshee now controls the body but doesn't deprive the target of awareness. The banshee can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the banshee ends it as a bonus action, or the banshee is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the banshee reappears in an unoccupied space within 5 feet of the body. The target is immune to this banshees's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Cast spell. The banshee casts a spell.

Reactions

Incorporeal Evasion. The banshee adds 4 to her AC against one attack that would hit it. To do so the banshee must see the attacker. 

Legendary Actions

The banshee can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature´s turn. The banshee regains spent legendary actions at the start of its turn.

Detect. The banshee makes a Wisdom (Perception) check.

Cast Spell. The banshee casts maximilian´s earthen grasp or a cantrip.

 

Description

The woeful banshee of the death wish is a spiteful creature formed by torturing a humanoid in any way, so that its sheer desire for revenge fules its spirit enough to surpass utter death. Its grotesque face is often wreathed in a wild tangle of hair, its translucent, gaunt body clad in wispy rags that flutter and stream around it. Since the creation of a banshee of the death wish is most commonly involuntary, it is common, that the creator, who is the victim of the specter simultaneously, does not know of his creation.


If encounterd by someone, who does not incur the wrath of the spirit, the undead creature generally tries to fear them away. Sometimes the banshee is mistakenly identified as a ghost, which can lead to a more curious behaviour from the living creature. The banshee might interpret this curious behaviour as provoking, which could lead to a fast and preventable death.


In the case of a intentional or un intentional discovery of a corpse of a banshee, you are best advised to take the fastest route away, wheather you are the creator of the banshee of the death wish or not. You should leave it to a trained group to clerics or paladins or even wizzards to get rid of the undead problem. Ask them to cast remove curse  or something similar on the corpse. Since that is the only method known to remove a banshee of the death wish reliably and forever.


All of these descriptions are merely for the roleplaying flavour and can be improved, just like the abilities of the banshee. Additionally i would like to add that i just guessed the challenge rating and it might be far off the mathematically correct one. (I´d like to see some feedback or even improved banshee versions)


This is my third or fourth version of the banshee. This monster is my first more complex homebrew creation and is fitted exactly for my campaign (This is why it has different saving throw DCs), but I hope you like it/find it interesting and hope, that some of you might still be able to use it in your campaign.


 At last I want to excuse my english mistakes and thank you all for checking out this monster idea/mashup of mine.

Greetings from Germany.

 

 

Lair and Lair Actions

On initiative count 20 (loosing initiative ties) the banshee takes one layer action, if she is within 200 foot of its corpse, to cause one of the following effects:

  • Real Nightmare. Slippery, thick blood pours out of every surface and coats all nonsentient objects within 60 feet of the banshee. Every creature without a flying speed, which tries to move on the surfaces in the effected area has to make a DC 14 Dexterity saving throw or fall prone. The save has to be made every time a creature starts its turn in the effected area and tries to move or it enters the area.
  • The Banshee´s Puppet. The banshee animates or summons a corpse/doll/clown or something similar terrifying for one round. The creature uses the statblock of a zombie, but without the special trait undead fortitude, and acts on the same initiative count as the banshee.
  • Swarming Insekts. Swarming insects cover the air within a 60 ft. radius around the banshee. Each creature in the area must make a Dexterity Saving throw or take 2(1d4) piercing damage or half as much on a successful one. On a failed save the creature also has disadvantage on its next physical action.

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2019 10:04:30 PM
38
1
1.0
Coming Soon
10/5/2019 9:26:51 PM
37
1
1.2
Coming Soon
12/1/2019 6:40:09 PM
86
1
1.3
Coming Soon

Monster Tags: undeadhumanoid

belaleh

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