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Ciza

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

Pre-Remaster content. May include legacy alignment.

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

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +32
Skills acrobatics +31, intimidation +32, occultism +25, performance +28
Str
-5
Dex
+6
Con
+2
Int
+0
Wis
+7
Cha
+7
AC 39 Fort +25 Ref +29 Will +32
HP 250
Immunities bleed, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 12
Speed 0 feet, fly 60 feet

Offense

Melee Hand +32, Damage 4d10+14 void

Abilities

Hears Heartbeats — The banshee can hear heartbeats within 60 feet (imprecise).
Sunlight Powerlessness — If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait.
Vengeful Spite (occult) —
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 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.
Wail (auditory, concentrate, death, occult) — The banshee unleashes a soul-chilling Wails of the Damned (DC 38). This Wail overcomes Silence and similar effects of 5th level or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th level. 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 1d4 rounds.

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