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Banshee, Unseelie

Medium undead, chaotic evil

Armor Class 16
Hit Points 117 (26d8)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 22 (+6) 10 (+0) 12 (+1) 11 (+0) 17 (+3)

Saving Throws Wis +5, Cha +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 13 (10,000 XP)

SPECIAL 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.
  • Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 16 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.
  • 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.
  • Magic Resistance. The banshee has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Corrupting Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) necrotic damage.
  • Energy Drain (1/Day). The banshee targets one creature it can see within 120 feet of her. The target must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The banshee regains a number of hit points equal to half the amount of damage dealt.
  • Wail (recharge 6). 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 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham