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Banshee, Fey

by Valentius

CO, B4, DMR2 13, RC 182
Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares), fly 20 ft. (good)
Armour Class: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +5/+5
Attack: Touch +5 touch (0 + Aging Blow)
Full Attack: Touch +5 touch (0 + Aging Blow)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Aging blow, deadly wail, ectoplasmic net, gaze
Special Qualities: Damage reduction 15/magic, darkvision 60ft., manifestation, spell immunity, turn resistance, undead traits
Saves: Fort +4, Ref +9, Will +12
Abilities: Str -, Dex 21, Con 0, Int 14, Wis 15, Cha 24
Skills: Concentration +26, Intimidate +20, Listen +26, Spot +26, Tumble +18
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Mobility
Environment: Any forests, marshes
Organisation: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

You see a vaguely female elven spirit ahead. Wispy tendrils begin to coalesce around it. She looks as if she is about to speak when a horrid wail overcomes you...

Fey banshees were once female fey- dryads, pixies, sprites, nymphs, sidhe etc...- that took mortal lovers. When those lovers died, they forsook their own immortality and committed suicide. They became undead for this reason. Twisted to evil, they often "help" the nearby fey by running off everything and everyone that it comes in contact with it, perhaps eternally trying to prevent what happened to them from happening to other fey, perhaps bitter at their rash actions, or maybe they are a supernatural warning to both mortals and fey alike to stay apart.
The fey banshee is often confused with a banshee (see Monster Manual II), a haunt that is the soul of an evil female elf and is more powerful. Since few who encounter a fey banshee survive, the confusion with the banshee stems from chance encounters with fey banshees that were sidhe with elven appearances while alive. The survivors believed it to be an elf, and where not learned enough about undead to realise the attacks were different.
The fey banshee haunts moors, marshes, and the deep forest and any other areas with large fey populations. They are solitary creatures, and get agitated quickly with trespassers.

A fey banshee will use her wail at the beginning of any encounter. It will first use it at a distance as warning and to hopefully scare away the intruders. If the encounter persists, it will begin creating the ectoplasmic net and wail again. It will only resort to melee if no other options exist. If its opponents flee, the fey banshee will not pursue.

Aging Blow (Ex): Each time a victim is hit by a fey banshee, he ages 1d4x10 years. Victims suffer any of the physical effects of the aging, but none of the benefits. This is a necromantic effect.

Deadly Wail (Su): 3/day, the fey banshee can unleash a wail. All creatures within 60ft of the banshee must make a fortitude save vs DC 22 (cha based) or die immediately. All creatures within 120ft must make a will save vs DC 22 (Cha based) or be panicked. This is a sonic, necromantic effect.

Ectoplasmic Net (Su): At will. When first encountered, a fey banshee will normally start oozing ectoplasm as a free action. This appears as wispy tendrils, slowly forming a net. The net has no effect on the movement of the banshee or others, however, and is only a visual effect for three rounds; but after that time, the net is complete, forming a 10' radius around the banshee and moving with it. Any living creature within a complete ectoplasmic net must make a Will saving throw vs DC 22 (Cha based) or be pulled into the Ethereal Plane (where the net also exists).
On the ethereal plane, the net is similar to a web spell. Each round, the victim may make a strength check (DC25) or an escape artist check (DC30) to break free. Success indicates the victim is returned to the location he was originally taken from on the material plane; failure means he remains trapped in the net. The ethereal victim is helpless unless he succeeds in one of the two checks above, possesses special items or spells that permit travel from that plane, the banshee is destroyed, or he is rescued.
A fey banshee may only have one ectoplasmic net at a time.

Gaze (Su): A fey banshee may make a gaze attack once each round as a free action against any target within 60ft. The victim must make a Fortitude save (DC 22, Cha based) or be paralysed for 2d4 rounds.

Damage Reduction (Su): A fey banshee has damage reduction 15/magic.

Manifestation (Su): A fey banshee dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a banshee manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested banshee can pass through solid objects at will. A manifested banshee remains partially on the Ethereal Plane, where is it not incorporeal. A manifested banshee can be attacked by opponents on either the Material Plane or the Ethereal Plane. The banshee's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A fey banshee has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Spell Immunity (Ex): A banshee is immune to all spells except those that affect evil.

Turn Resistance (Ex): A banshee may make a Will save to avoid any turning, rebuking, bolstering or commanding attempt. The save DC is the cleric's turning check result.

Incorporeal Subtype: 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. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.