| MOD | SAVE | ||
|---|---|---|---|
| STR | 1 | -5 | -5 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
| INT | 12 | +1 | +1 |
| WIS | 11 | +0 | +2 |
| CHA | 17 | +3 | +3 |
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead. 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.
Multiattack. The banshee makes two Corrupting Touch attacks and uses Horrify. Corrupting Touch. Melee Attack Roll: +5, reach 1 sq. Hit: 7 ( 1d8+3 ) Necrotic damage. Horrify. Wisdom Saving Throw: DC 13, one creature the banshee can see within 12 squares 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. Deathly Wail (1/Day). The banshee releases a mournful wail if it isn't in sunlight. Constitution Saving Throw: DC 13, each creature within 6 squares 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.
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