Medium Undead, Chaotic Evil
Armor Class 12
Hit Points 60 (13d8)
Speed 0 ft., Fly 40 ft.
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws WIS +2, CHA +5
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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.

Actions

Hair Lash Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) 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.

Illusionary Flicker (1/Day). The banshee releases a bust of energy. Three illusory duplicates of it appear in its space. Until the effect ends, the duplicates move with it and mimic its actions, shifting position so it's impossible to track which image is real. Each time a creature targets the banshee with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If there are three duplicates, a roll of 6 or higher changes the attack's target to a duplicate. With two duplicates, of roll an 8 or higher. With one duplicate, a roll of an 11 or higher.

A duplicate's AC equals that of the Banshee's. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Legendary Actions

Legendary Actions 2/turn

Summon Ethereal Claws - 1 action. Summons two ethereal floating claw, which uses the same stats as a Crawling Claw, but it's speed is 0. Once summoned, the claws attack once. They then will only attack using their reactions. 

Hair Grasp - 1action. The Banshee shoots her hair into the ground, all targets within 30ft of her make a DC10 Dex save or be Restrained. 

Vengeful Regeneration - 2 actions. The Banshee wails. Each creature within 60ft cone, make a DC 13 wisdom saving throw. On a fail, you take 1d4 psychic damage and the banshee regenerates this health. 

Description

The woeful banshee is a spiteful creature formed from the spirit of a spurned lover. Someone who was murdered by someone close to them who betrayed their trust. The weep over the betrayal, their cries and sobs can be heard for miles and send shivers down the spine. She is a mass of torn clothes, wild hair and carries a single wilted flower in her hands. 

SimonJM83

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