ability_mods: cha_mod: 7 con_mod: 2 dex_mod: 6 int_mod: 0 str_mod: -5 wis_mod: 7 ac: 39 ac_special: null automatic_abilities: - description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness** If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait. name: Hears Heartbeats range: 60 feet traits: null - description: If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait. name: Sunlight Powerlessness traits: null description: Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee. divine_spells: null hp: 250 immunities: - disease - paralyzed - poison - precision - unconscious innate_spells: null items: null languages: - Common - Elven level: 17 melee: - action_cost: One Action damage: formula: 4d10+14 plus terrifying touch type: negative name: hand to_hit: 32 traits: - finesse - magical name: Banshee perception: 32 proactive_abilities: - description: When a banshee Strides at least 10 feet, they're concealed until the start of their next turn. name: Spectral Ripple traits: null - description: A creature damaged by the banshee's touch that isn't already frightened must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If the creature fails its save, it's frightened 2; on a critical failure, the creature also cowers with fear and is stunned 4. If the creature is protected against fear by a spell or magic item, the banshee's touch first attempts to counteract the protection effect, with the effect of a 9th-level *dispel magic* spell. name: Terrifying Touch traits: - emotion - enchantment - fear - occult - action_cost: Two Actions description: The banshee unleashes a soul-chilling *wail of the banshee* (DC 38). This Wail overcomes *silence* and similar effects of 5th level or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th level. The banshee's Wail resonates for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can't be affected more than once by the same Wail. The banshee can't Wail again for 1d4 rounds. name: Wail traits: - auditory - concentrate - death - necromancy - occult ranged: null resistances: - amount: 12 type: all damage (except force, ghost touch, or positive; double resistance vs. non-magical) saves: fort: 25 ref: 29 will: 32 saves_special: fort: null ref: null will: null senses: - hears heartbeats (imprecise) 60 feet - darkvision skills: Acrobatics: 31 Intimidation: 32 Occultism: 25 skills_special: null speed: - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Medium - Incorporeal - Spirit - Undead type: Creature