| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 24 | +7 | +11 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 11 | +0 | +4 |
| CHA | 17 | +3 | +3 |
Invisible Force. The banshee is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Sorcerer class or who can see into the ethereal plane cannot see it, unless it chooses to be. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.
Flight (Recharge 3-6). As a free action, the banshee gains 60 ft. of flying speed until the end of its next turn.
Magic Weapons. The banshee's attacks are considered magical.
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.
Multiattack. The banshee makes two Corrupting Touch attacks and uses Horrify
Corrupting Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Necrotic damage.
Horrify. Wisdom Saving Throw: DC 13, 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 (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 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 10 (3d6) Psychic damage.
Summon Companion. the banshee summons a skeleton with a violin to aid it.
Immediately after another creature’s turn, the Banshee can expend curse energy to take one of the following actions. The Banshee has 15 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. While in combat, the Banshee regains 3 cursed energy at the beginning of each of its turns, up to its maximum.
Cursed Energy Blast (1 Cursed Energy). Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 10 (1d8+6) force damage.
Boost (2 Cursed Energy). The Banshee takes the Dash action.
Banshee Bomb (5 Cursed Energy.) Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 19 (3d8+6) force damage. All creatures within a 5 ft. radius must make a DC 19 Dexterity saving throw. On a failure they take 19 (3d10+6) force damage and on a success they take half as much.
Description
“Hell, with the fires out,” is what the badlands of Land's Mouth have been called. The fearless Western nomenclature fits the place. It is an ancient seabed, with its clay strata worn by frost and flooding into forms like pagodas, pyramids, and terraced cities. Labyrinthine canons wind among these fantastic, brilliant peaks, but bleak, savage, and oppressive. Game courses over the castellated hills, rattlesnakes bask at the crater’s edge above burning coal seams, and wild men have made a despairing stand against advancing civilization. It may have been the victim of a mad man’s jealousy that haunts the region of the butte called “Watch Dog,” or it may have been a elvish woman who was killed there, but there is a banshee in the desert whose cries have chilled the blood that would not have cooled at the sight of a bear or panther.
By moonlight, when the scenery is most suggestive and unearthly, and the noises of wolves and owls inspire uneasy feelings, the ghost is seen on a hill a mile south of the Watch Dog, her hair blowing, her arms tossing in strange gestures.
If war parties, emigrants, cowboys, hunters, or anyone, for good or ill, are going through this country, pass the haunted butte at night, the rocks are lighted with phosphor flashes, and the banshee sweeps upon them. As if wishing to speak, or as if waiting for a question that it has occurred to none to ask, she stands beside them in an attitude of appeal, but if asked what she wants, she flings her arms aloft and with a shriek that echoes through the blasted gulches for a mile, she disappears. An instant later, she is seen wringing her hands on her hilltop. Cattle will not graze near the haunted butte, and the cowboys will keep aloof from it, for the word has never been spoken that will solve the region’s mystery or quiet the unhappy banshee.
The creature has a companion sometimes, an unfleshed skeleton that trudges through the ash and clay and haunts the camps in search of music. If he hears it, he will sit outside the door and nod in time to it, while a violin left within his reach is eagerly seized and will be played for half the night. The music is wondrous: now as soft as the stir of wind in the sage, anon as harsh as a wolf’s cry or startling as a rattler’s stir. As the east begins to brighten, the music grows fainter, and when it is fairly light, it has ceased altogether. But he who listens to it must on no account follow the player if the skeleton moves away, for not only will it lead him into rocky pitfalls, whence escape is hopeless, but when there, the music will intoxicate, madden, and finally charm his soul from his body.
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