Medium Undead, Lawful Evil
Armor Class 20 Etherial Wisp
Hit Points 250 (29d8 + 116)
Speed
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +12, WIS +18, CHA +20
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Passive Perception 13
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Aura of the Hunt. The Banshee Carrion Queen and any allied hounds within 30 feet of her have advantage on saving throws against effects that turn undead, and they gain a +4 bonus to melee weapon damage rolls.

Magic Resistance. The Queen has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Banshee Carrion Queen makes three Necrotic Longsword attacks.

Necrotic Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Necrotic Orb (1/Day). The Queen hurls a magical ball of freezing decay that explodes at a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) cold damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Banshee Carrion Queen can take 3 legendary actions, 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 Queen regains spent legendary actions at the start of her turn.

Command. One allied hound within 60 feet that can hear her makes a free melee attack.

Necrotic Strike. The Queen makes one attack with her Necrotic Longsword.

Banshee's Shriek (Costs 2 Actions). The Queen unleashes a terrifying wail. All non-undead creatures within 30 feet that can hear her must succeed on a DC 18 Constitution saving throw or take 16 (3d10) psychic damage and become Frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Erlking's Hound Master. Originally appearing as an arrogant fey elf, the Banshee Carrion Queen is a terrifying enforcer for the Erlking. When pushed to combat, she sheds her mortal disguise to reveal her true form: a dominant, ethereal skeletal figure clad in aged, blackened plate armor etched with swirling necrotic runes.

Crown of Rot. Instead of a helmet, she wears a crown made of jagged, bleached elk antlers integrated with twisted black iron. A massive, tattered cloak, resembling both moldering velvet and interwoven necrotic mist, swirls dynamically around her. It is from the shadows of this living cloak that she summons her terrifying fey hounds to hunt those who dare disrupt the natural cycle or flee the Erlking's judgment.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SirShinyHead

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