Homebrew Drowned Banshee Species Details
Physical Description
They have twitching, erratic bodies with translucent blue skin. Their blue, ghostly hair floats upwards as if it is permanently suspended underwater. Their eyes are a vacant, cloudy white, and strike terror in those brave enough to face them. It is reported that when drowned banshees pass through somebody while translucent, the person smells a pungent odour of heavy salt and rotting flesh.
Behaviour
Drowned banshees tend to be solitary creatures, generally keeping to themselves while they drown in their pain and tragedy. However, when they are accepted by travellers they will stick with them. They will adventure, travel and fight alongside them in the hopes of protecting them from suffering the same fate as they have.
Name
While drowned banshees usually keep their name of when they were alive, they will almost vehemently hide it until they have exacted their revenge or fulfilled their purpose.
Random Height and Weight
| Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
|---|---|---|---|
| 4′ 5'' | +2d10 | 85 lb. | × (2d4) lb. |
Drowned Banshee Traits
Undead souls bound by revenge and in search of a purpose, drowning in their pain and tragedy.Ability Score Increase
Your Dexterity score increases by 2 and your Charisma increases by 1.
Alignment
Because of their appearance and tragic end those woman met in life, and their erratic behavioural swings, they tend to almost always be chaotic.
Size
Banshees are of the same height they were when they were alive. Your size is Medium.
Age
Cursed for eternity, the lost souls of drowned banshees are immortal and can't age anymore.
Speed
Your base walking speed is 40 feet.
Languages
You can speak, read, and write Common, Elvish and Sylvan.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Prelude to the End
Any creature within a 20-foot radius must make a Wisdom saving throw equal to 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 psychic damage and get stunned for the next turn on a failed save, and half as much damage on a successful one. You can’t use it again until you complete a short or long rest.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Curse of the Drowned
You are Undead, thus have no need of air, food, drink or sleep. In addition, you are immune to sleep and poison damage. Health potions have no effect on you though healing spells still work, though healing received is halved for any spell that says it doesn’t affect undead.
Horrific Presence
You know the Thaumaturgy cantrip. At the 3rd level, you can cast the Fear spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the Misty Step spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability. These spells will not use Spell Slots or Components.
Weeping Soul
You can float up to 5 feet above the ground and make yourself translucent. This allows you to ignore a majority of difficult terrain and grants you permanent proficiency and advantage in Stealth.
In addition, you can move through other creatures and objects as if they were difficult terrain. If your turn ends while you are still inside of an object, you will take 1d10 force damage.
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