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Banshee ~ CR 13

This beautiful, ghostly creature glides through the air with long hair flowing around a face knotted into a mask of rage.

Environment: Any

Organization: 1


Proficiency Score: +14

Medium; Independent/Honor; undead


Armor Class: 30 (+6 Dex, +14 Proficiency Score)

Hit Points: 100 (10d10)

Speed: Fly 60 feet

Initiative: +6 (advantage)


STRDEXCONINTWISCHA
22 (+6)5 (–3)16 (+3)16 (+3)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +6
  • Will +3

Skills: 

  • Acrobatics +20
  • Insight +17
  • Perception +17

Immunities:

  • Effects with the death or psychic tags, and all that lack the magical or supernatural tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Combat Maneuvers
  • Falling damage
  • Instant Death

Resistances:

  • 10 against effects with the magical or supernatural tags with the exception of those which also have the force tag
  • 50% chance of non-damaging effects with the magical or supernatural tags failing

Senses: Passive Perception 27, dark vision 60 feet, Hear Heartbeat Ability 60 feet

Languages: Common


Fading. When in areas of sunlight, including sunlight created by spells or supernatural abilities, a Banshee is unable to attack and gains the Slowed 2 condition until it is out of the sunlight.

Follow. Whenever an adjacent creature attempts to take a Step action to move away from the Banshee, the Banshee can spend a reaction to take a Step action to follow so that it ends its reaction next to the triggering creature.

Hear Heartbeat (60 feet). A Banshee can sense the beating hearts of living creatures within 60 feet as if it had Blindsight.

Incorporeal. A Banshee ignores environmental penalties that applied to creatures required to breath or creatures with a physical body. It can pass through objects and physical terrain, while objects or terrain with the magical or supernatural tags are treated as difficult terrain. While within an object, a Banshee can see beyond the object normally and gains the Covered condition. The Banshee has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.

Legendary Actions (1). A Banshee can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.

Quick Reflexes (7). Gain 6 extra reactions.

Terror. A creature damaged by the Banshee’s Touch must make a DC 27 Will save or gain the Frightened 3 condition. If a target is protected against fear by a duration-based effect, such as Inspire Courage or Veil of Confidence, the Banshee’s touch attempts to dispel one such effect with a Dispel Magic using a Spell Attack of +17. This has the emotion, fear, and mental tags.

Actions

Cry (Recharge 6, 40-foot aura). As a triple action, a Banshee can cry. The cry lasts until the beginning of its next turn. All creatures within 40 feet of the banshee when it begins the cry, as well as all creatures that end their turn within that radius, must make a DC 27 Fortitude save. This save is only required once per cry and creatures under effects with the fear tag take a disadvantage on this save. Banshee wails penetrate the effect of any magic that uses a Level 3 or lower Spell Slot, or the equivalent, that creates silence. Creatures who successfully save are Sick 1. Those that fail take 130 negative damage. If a wailing Banshee is damaged during a cry, it must make a Will save equal to DC 15 + damage taken in order to maintain the cry. On a failure, the Banshee’s cry ends. This has the auditory, death, and supernatural tags.

Touch. Melee Strike +20/+15/+10 (unarmed) with 9d6 negative damage plus Terror. Negative energy damage caused by a Banshee’s touch cannot heal undead.