Terror Banshee

Medium undead, chaotic evil

Armor Class 16
Hit Points 180 (24d8 + 72)
Speed 60 ft., fly 60 ft.

8 (-1) 23 (+6) 16 (+3) 5 (-2) 17 (+3) 19 (+4)

Skills Perception +8
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception
Languages Common, Elven
Challenge 16 (15,000 XP)


  • Aura of Fear. A creature that is within 10 feet of the banshee while it is conscious has disadvantage on saving throws against being frightened. Creatures that are immune to being frightened instead lose their immunity to being frightened. Hear Heartbeat. The banshee can sense the beating hearts of living creatures within 60 feet, perceiving them as if it had the blindsight ability. It cannot detect plants, oozes, or amorphous creatures with this ability, nor any living creature that lacks a heartbeat. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Legendary Resistance (3/Day). If the banshee fails a saving throw, it can choose to succeed instead.
  • Sunlight Sensitivity. While in sunlight, the banshee has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Terrifying Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage, and the target must make a DC 17 Wisdom saving throw. On a failure, the target loses the benefit of one ongoing spell or effect that protects against being frightened (such as heroes’ feast), and is frightened for 1 minute.
  • Death Coach (1/Day). The banshee summons an incorporeal, ghostly coach. The coach appears in an empty space within 60 feet of the banshee and lasts as long as the banshee concentrates, like a spell. The coach occupies the space of a Large object, but does not prevent movement. As a bonus action, the banshee can direct the coach to fly up to 60 feet, passing through other creatures and objects. If the coach passes through a creature at least once in a turn, the victim must make a DC 17 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) necrotic and 10 (3d6) thunder damage, and a creature of Large or smaller size becomes trapped within the coach; on a success, a creature takes half as much damage and is not trapped. The trapped target is restrained, it has total cover against attacks and other effects outside the coach, and it takes 5 (2d4) necrotic damage at the start of each of the banshee’s turns. A trapped creature moves with the coach and is otherwise affected as the spell, etherealness. At the end of each of its turns, a trapped creature may make a new Wisdom saving throw. On a success, the victim may exit the coach using 5 feet of movement and become corporeal again, either dismounting or falling, depending on whether the coach is in the air or not.
  • Immortal Anguish. Creatures within 60 feet of the banshee that are able to see and hear it must make a DC 17 Charisma saving throw. On a failure, a creature has disadvantage on attack rolls and ability checks for 1 minute. A creature that succeeds at a saving throw against this trait is immune for 24 hours.
  • Shout. Creatures within 30 feet of the banshee must make a DC 17 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save and becoming deafened for 1 minute, and taking half as much damage on a success and not becoming deafened.
  • Wail (Recharge 6). Hostile creatures within 40 feet who can hear the banshee have disadvantage on attack rolls and ability checks until the end of its next turn and must make a DC 17 Constitution saving throw. This has no effect on constructs or undead. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is frightened for 1 minute; on a failure by 5 or more, the target is permanently deafened. A target may make a DC 17 Wisdom saving throw at the end of each of their turns; on a success, they are no longer frightened. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence.


The banshee 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 banshee regains spent legendary actions at the start of its turn.

  • Move. The banshee moves up to its full speed without provoking opportunity attacks.
  • Shout (Costs 2 Actions). The banshee uses its shout.
  • Terrifying Touch. The banshee makes one terrifying touch attack.


A banshee is the undead spirit of an elven woman who, in her last moments of life, either committed some sort of heinous betrayal of her friends and family or was herself dealt a soul-shattering, torturous death at the hands of those she thought were her allies and loved ones. In either event, the spirit of the slain elf rises with the next sunset as a creature of indiscriminate vengeance whose hatred of the living targets both innocent and guilty with equal ferocity. Only the cleansing rays of true sunlight, a symbol of healing, renewal, and forgiveness, evokes anything resembling fear in these nearly mindless harbingers of death.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

This is not the complete section 15 entry - see the full license for this page