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Banshee


BANSHEE

A banshee, also known as a groaning spirit, is a female Undead phantom found on Esau, typically a selfish, strong-willed spirit that embodied the essence of hideousness. It is a spectre that has grown more razy/mad or evil.

Description
A banshee does not usually a defined shape, although can look like their former self, or like a spectre. Often is rather a misty form with vague and flowing features that mirrored her former form in life. As time wears on, a banshee becomes more and more distorted, though was still recognizable as a humanoid. They grow strong the longer they are in that form, especially if able to 'wail' at the living.

Behaviour
Banshees tend to enjoy bringing death to any living creature that they come across. They use their wail to damage the living, and stop them leaving them.

Abilities
Although their shape often appears incorporeal, the appearance of a banshee can be horrific, and their mere presence will draw the energy from their surroundings to the point of stunting local floral growth.

Being a form of Undead, banshees are immune to all manner of spells and affects, that affect the mind, such as charm or sleep. They are also typically impervious to harm from any form of lightning and excessive cold.

Combat
Banshees hate all living things with an unholy fury; they can sense life approaching them and will wait, ready to attack anyone who challenges their false reality of the past/present, and trespassed in their territory. Along with their terrifying visage, the mere chilling touch of a banshee will drain her victim. Their wail is legandary - the most feared weapon. It is a piercing wail that is as harmful as any material weapon. This scream is deadly to almost all who can hear.


BANSHEE

Medium Undead , chaotic evil
Armor Class 14
Hit Points 150 (15d10)
Speed 0 ft., fly 40 ft. (hover)

STR = 1 (-5)
DEX = 14 (+2)
CON = 10 (+0)
INT = 12 (+1)
WIS = 11 (+0)
CHA = 17 (+3)

Saving Throws = WIS +2, CHA +5
Damage Resistances = Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities = Cold, Necrotic, Poison
Condition Immunities = Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Damage vulnerabilities = magical daylight
Senses Darkvision = 60 ft.
Passive Perception = 12
Languages = Common, Elvish, racial language;
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Detect Life
The banshee can magically sense the presence of 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.

Incorporeal Movement
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.

DEATH
When die, shatter into dark crystal type material and ichor coloured mist


ACTIONS
Corrupting Touch = Melee Spell Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) necrotic damage. {increases by 1d6 per interaction with living} Has 2 hands so can touch 1 or 2 people.[br]

Horrifying Visage = 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

Wail (2/Day) = The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and Undead. 30 feet = All other creatures within 30 feet of her that can hear her must make a DC 16 Constitution saving throw
On a failure, a creature takes 2d10 pyshic damage (increasing by 1d10 per usage against the living - when up to 10d10 a creatures DC automatically drops to 0 hit points.) and has disadvantage to hit the banshee.
On a success, a creature takes 10 (3d6) psychic damage.
60 feet = those creatures between 31 and 60 feet away from her must a DC 13 Constitution saving throw . On a failure, a creature takes 2d6 psychic damage.


Possession (Recharge 6):
One Humanoid that the banshee can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the banshee;
the banshee then disappears, and the target is Incapacitated and loses control of its body. The banshee now controls the body but doesn't deprive the target of awareness. The banshee cannot be targeted by any Attack, spell, or other Effect, except ones that Turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies.
The possession lasts until the body drops to 0 Hit Points, the banshee ends it as a Bonus Action, or the banshee is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the banshee reappears in an unoccupied space within 5 ft. of the body. The target is immune to this banshee's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Civilization and Culture

Common Myths and Legends

The banshee would typically appear in three forms:
1. A young maiden - often to lure people toward her with sweet singing, similar to that of mermaids and their siren-songs,
2. A full-figured matronly washer woman begging for aid, or
3. An old wretched crone appearing on the same path in front or behind travellers.

Whatever her form, she would usually be dressed in a grey cloak and her eyes were permanently red due to constant weeping.

She was considered a predictor of death, and would often appear before someone entered a situation where it was unlikely they would come out alive.

There are tales of battles near the Echo Woods, being abandoned by soldiers because after hearing wailing in the woods just before tussling with their enemies. Terrified by the thought of a banshee, known as Desposada, signalling their impending death, they would flee.
Fleeing soldiers would be usually be killed by their enemies, their own armies for desertion or simply by the elements if they stayed in hiding - and with every death the legend of the banshee would grow and grow.

It is said that a banshee's wail grows and grows more harmful and terrfying with each living she wails at.

Genetic Ancestor(s)
Geographic Distribution

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