Banshee
Description
A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed. Maddened by grief, a banshee visits her vengeance on all living creatures—innocent or guilty—with her fearsome touch and deadly wails.
Combat Stats
- Melee
- incorporeal touch +26 (14d6 negative energy plus terror)
- Immune
- grappled, trip, falling damage, nonmagical attacks (from incorporeal)
- Defensive Abilities
- incorporeal
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Wail — Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.
Feats
Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch), Wind Stance
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Skills
Fly +19, Perception +31, Sense Motive +7
- Type
- Undead
- Alignment
- CE
- Size
- Medium
- Environment
- any
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft., hear heartbeat; Perception +31
- Languages
- Common, Elven
- Source
- Bestiary 2