Medium undead, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 58 (13d8) |
| Speed | 0 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) | 17 (+3) |
| Saving Throws | Cha +5, Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; fire; lightning; thunder; bludgeoning, piercing, 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 | 4 |
The banshee can magically sense the presence of living 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.
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.
Melee Spell Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
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.
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 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Medium undead, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 54 (12d8) |
| Speed | 5 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) | 17 (+3) |
| Saving Throws | Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; bludgeoning; fire; lightning; piercing; slashing; thunder |
| 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 | 4 |
The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead.
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.
The banshee makes two Corrupting Touch attacks and uses Horrify.
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Necrotic damage.
wis DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee's next turn. Success: The target is immune to this banshee's Horrify for 24 hours.
The banshee releases a mournful wail if it isn't in sunlight. con DC 13, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead. Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 10 (3d6) Psychic damage.