BANSHEE

Medium-Size Undead (Incorporeal)

Hit Dice: 7d12 (45 hp)

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Speed: 30 ft

AC: 17 (+3 Dex, +4 deflection)

Attacks: Incorporeal touch +6 melee

Damage: Incorporeal touch 1d8

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Fear aura, wail

Special Qualities: Detect living, immunities, incorporeal, SR 20, turn resistance +4, undead, unnatural aura, vulnerability

Saves: Fort +2, Ref +5, Will +8

Abilities: Str –, Dex 17, Con –, Int 16, Wis 16, Cha 18

Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search +12, Sense Motive +11, Spot +15

Feats: Ability Focus (wail), Alertness, Blind-Fight, Improved Initiative

 

Climate/Terrain: Any land and underground

Organization: Solitary
Challenge Rating:
7

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 8-21 HD (Medium-size)

 

The banshee is the undead spirit of an evil female elf. Banshees hate the living and seek to destroy whomever they meet.

   A banshee appears much as she did in life, though her form is now translucent. Her hair is unkempt and her eyes burn with a fiery hatred like none have ever seen.

 

COMBAT

A banshee’s primary attack is her wail. If a creature survives the wailing attack, the banshee will retreat to her lair. She will return the next night until all creatures are dead or have left her territory. The banshee will not attack creatures that are powerful enough to withstand her wail. Lesser creatures will be dispersed via the wail or her claw attack.

   Fear Aura (Su): Anyone viewing a banshee must make a Will save (DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is successful, the creature is immune to the fear aura of that banshee for one day.

   Wail (Su): 1/day at night only; 30-foot radius; Will save (DC 17) or die.

   Detect Living (Su): The banshee can sense all living creatures up to 5 miles away.

   Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a banshee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

   Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Banshees have darkvision with a range of 60 feet.

   Immunities: Banshees are immune to cold and electricity-based attacks.

   Vulnerability (Ex): A dispel evil deals 1d6 points of damage per caster level (maximum 10d6).

 

 

The Banshee first appeared in the 1e MM (Gary Gygax, 1977).