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. If creatures are on the bound property, she knows 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.
Never Truly Gone. When the banshee hits 0 Hit Points it activates Inconsequential Passage. This repeats indefinitely upon each death, making it effectively immortal.
Inconsequential Passage. When the banshee hits 0 Hit Points it takes its next turn to return to the resurrection room to respawn on its next turn. After respawning all checks relating to the doors and saves increase by 2
Death's Gamble. Upon respawning roll [roll]1d4[/roll]. If the result is even, Banshee receives all expended action charges in the same way as a long rest. If the result is odd, no charges are recovered.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: (3d6 + 4) 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 (1/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 (3d6) psychic damage.
Haunt (2/Day). The Banshee teleports up to 120ft to an unoccupied space 5ft behind a creature it knows the location of. Make one melee spell sneak attack Attack: Attack: [roll]1d20ad+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 3d8 + 3d6, 2{3d8 + 3d6}.expand()))[/roll]. Note: Sneak attack damage is already integrated, no additional rolling needed.
Description
The woeful banshee is a spiteful creature formed from the spirit of a female human. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath. These Banshees are the undead remnants of humans who, blessed with great wealth, who failed to use their gift to bring prosperity to the world. Instead, they used their wealth to corrupt and control others. Humans afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture past the property line. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders. The greed that inspired this variation of the banshee’s cursed creation persists in undeath. These creatures covet valuable and shiny objects: fine jewelry, paintings, artifacts, and other objects of value. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature. A banshee doesn’t require air, food, drink, or sleep.
Lair and Lair Actions
Bound Property is the location of this Banshee's death. A normal banshee only becomes a bound banshee in this way if it has decided to not venture away from the property in any way for at least 10 years. After this the banshee forms a connection with the property, effectively gaining control over it.
Level Play. While in the lair, banshee gets an additional turn in combat for every three enemies present (1-3=1 turn, 4-6=2 turns...). The order of additional turn will be decided via an additional initiative rolls.
No Escape. This is the main ability of the bound property which makes it so that when combat breaks out the entire building goes on lockdown. Every door and window immediately shut and lock with all locked doors (aside from the Main door) requiring a STR12 to open with this check going up by two with every stage. Additionally, upon every trigger of Inconsequential Passage, all doors (aside from the Main door) will slam shut once more with the new STR check required to open. At the beginning of combat, establish what room is the Banshee's resurrection room and keep in mind this cannot change once established.
Main Door. Pick an external door that would be the main entrance for this building, all other external doors and exits will become unusable and effectively becoming the same as the walls. Spectral chains will then envelop the main door, sealing it with three magic padlocks. These chains and locks are immune to all physical and magical attacks. To open the door three Keys must be placed inside the locks, do that and the door unlocks allowing for escape. When a key is used the banshee is stunned for 2 rounds.
Key. Each key is exactly 1ft long, weighs 12lbs, and glows faintly while resembling that of old Skeleton Keys. These three keys may be placed in any location within the bound property so long as it is accessible for the average adventurer. Once a key is found the Bound Banshee will enter a raged state for 1 minute where in this raged state its movement speed is doubled, attacks have advantage, and the DC checks go up by 3.
Windows. Through the windows shows a pure black void in all directions. However, there is still light being emitted from outside which bathes the rooms in a light level similar to moonlight. If a window is opened or broken, freezing air floods the room giving all creatures in that room a sense of impending dread. If a creature decides to jump out of the window, it will make a CON8 saving throw, should it fail all that follows is death. No saves, no reaction to it, no chance to recover, You freeze to death in a matter of seconds. If they pass, they have the sudden urge to not jump.
Previous Versions
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