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Banshee

Creature 17 (uncommon) — incorporeal, spirit, undead, unholy

ShadeWeaverAERIALundeadspiritincorporealunholyfear

Banshees are the furious, tormented souls of those bound to the world by a betrayal that defined the final hours of their lives. Some banshees arise from those who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from those 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 personali

Source: pathfinder-monster-core

Perception +32; darkvision; hears heartbeats (imprecise) 60 feet
Languages common, elven
Skills acrobatics +31, intimidation +32, occultism +25
Str
-5
Dex
+6
Con
+2
Int
+0
Wis
+7
Cha
+7
AC 39 Fort +25 Ref +29 Will +32
HP 250 (void healing)
Immunities bleed, death-effects, disease, paralyzed, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, spirit, vitality) 12
Speed fly 60 feet

Offense

Melee Hand (finesse, magical) +32, Damage 4d10+14 void plus Terrifying Touch

Abilities

Hears Heartbeats — The banshee can hear heartbeats within 60 feet of it as an imprecise sense.
Sunlight Powerlessness — A banshee in sunlight is Clumsy 2 and Stunned 2.
Spectral Ripple — When a banshee Strides at least 10 feet, they're Concealed until the start of their next turn.
Terrifying Touch (emotion, fear, occult) — A creature damaged by the banshee's touch that isn't already frightened must attempt a DC 38 Will save (DC 43 Will 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-rank Dispel Magic spell.
Vengeful Spite (occult) —
Wail (auditory, concentrate, death, occult) — The banshee unleashes a soul-chilling Wails of the Damned (DC 38 Fortitude, 8d10 void). This Wail overcomes silence and similar effects of 5th rank or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th rank.

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 rounds.

WORKS WELL WITH

AnvilAERIALA durable flying front-liner occupies melee attention while the incorporeal spirit wails from range and slips away Concealed.
SniperAERIALA ranged striker finishes off targets already Frightened and softened by the Wail before they can recover morale.
CrasherAERIALAn aggressive flying attacker capitalizes on the tempo swing created when the party is staggered by the AoE Wail.

PUNISHES

✖ low Will✖ melee reliance✖ clumping
It only has a fly Speed listed, so pairing it with allies that cannot operate off the ground breaks the encounter's positioning.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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