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Banshee

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Undead (Insubstantial)
Hit Dice: 7d12 (46 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 40 ft., fly 40 ft. (good)
AC: 20 (+3 Dex, +7 deflection)
Attacks: Incorporeal touch +6 melee (+3 against incorporeal oppnents)
Damage: Incorporeal touch corruption 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Corrupting touch, fear aura, keen
Special Qualities: Elf qualities, immunities, sense living, sunlight powerlessness, turn resistance +4, SR 21
Saves: Fortitude +2, Reflex +5, Will +8
Abilities: Strength —, Dexterity 16, Constitution —, Intelligence 16, Wisdom 10, Charisma 16
Skills: Appraise +13, Hide +13, Intuit Direction +10, Listen +14, Search +15, Spot +14
Feats: Alertness, Blind-Fight, Flyby Attack, Improved Initiative
Climate/Terrain: Any land or underground
Organisation: Solitary
Challenge Rating: 8
Treasure: Double coins and goods; standard items
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium-size)

Banshees are the undead spirits of evil orbanished elven women. They hate the living and suffer spiritual agony in their presence, and thus seek to harm any living creature they encounter.

A banshee appears as a floating, luminescent version of her former self, with wild an unkempt hair, claw-like hands, and tattered clothing. Most banshees are old and withered in appearance, although a few have retained vestiges of their former beauty, and a banshee's face is filled with pain, anguish, and hatred.

Banshees lair in desolate countryside or ancient ruins, and wander the region surrounding it by night. A banshee's lair is often surounded by the bones of animals slain by the spirit's deadly keen. Banshees hoard wealth, finery, and other treasures that they valued in life.

Banshees understand Common, Qualinesti elven, Silvanesti elven, and one other humanoid language. Although they rarely seek to communicate with living beings, the cry of a distant banshee is nearly impossible to distinguish from that of an elven woman in pain (Listen check against DC 30).

Combat

A banshee attacks animals, beasts, and less threatening humanoids with her incorporeal touch. When facing more capable opponents, such as adventurers, elves, or magical beasts, she attacks with her dreaded keen; should this fail, she will retreat to her lair and return the following night to keen again. If a banshee believes that a creature will survive her keen, she leaves it alone.

Corrupting Touch (Su): A banshee that hits a living target with her incorporeal attack deals 1d8 points of damage. Against material opponents, she adds her Dexterity modifier to attack rolls.

Fear Aura (Su): The mere sight of a banshee causes opponents to flee in terror. All living creatures in a 60-foot radius who look at the banshee must succeed at a Will save (DC 16) or be affected as though by fear cast by a 7th-level sorcerer.

Keen (Su): Once per day, a banshee can keen or wail, causing all living creatures within 30 feet to die immediately, their faces contorted in horror (Fortitude save negates, DC 16). Flowers and delicate plants within the area wither and die, while hardier plants such as thorns and trees begin to grow twisted and sickly. The banshee can only keen at night.

Elf Qualities (Ex): Low-light vision, +2 racial bonus to Search, Spot and Listen checks. A banshee who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

Immunities (Ex): Cold and electricity.

Sense Living (Ex): A banshee can sense the presence and location of all living creatures within five miles of her lair.

Incorporeal: Can be harmed only by other incorporeal creatures, +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 armour. Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

Sunlight Powerlessness (Ex): Banshees are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A banshee caught in sunlight cannot attack and can take only partial actions.

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