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Ciza

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

Pre-Remaster content. May include legacy alignment.

ShadeSnareAERIALundeadspiritincorporealfear

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; darkvision; hears heartbeats (imprecise) 60 feet
Languages elven, sakvroth
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 (finesse, magical) +32, Damage 4d10+14 void plus Terrifying Touch

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.

WORKS WELL WITH

AnvilAERIALA durable frontline presence forces continued engagement, buying time for the fear effects to strip away actions.
CrasherAERIALA mobile striker closes rapidly on any target left Frightened and unable to retreat.
WeaverAERIALAn additional caster piles on Will-targeting effects once the touch has already cracked a target's resolve.

PUNISHES

✖ low Will✖ clumping✖ non-magical weapon reliance
Avoid pairing with another Will-save fear specialist; stacking Frightened sources on the same target hits diminishing returns quickly.
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 #155: Lord of the Black Sands.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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