On a failure, a creature drops to 0 hit points. Agatha is a Banshee, a female phantom consumed with selfishness, who resides in a small shelter of overgrown trees in the South East of Neverwinter Wood. 5th Edition My issue here is that on a solo campaign I may have misjudged what a banshee can do and used it's wail on my player knocking him out. The vanity that inspired the banshee’s cursed creation persists in undeath. its doom. The banshee can magically sense the presence of living creatures up to 5 miles away. Agatha was a banshee who haunted the Neverwinter Wood near Conyberry.2 1 Description 2 Personality 3 Combat 4 Possessions 5 History 6 Appendix 6.1 Appearances 6.2 References The banshee looked like she did in life: an elven maiden clad in a flowing gown. Incorporeal Movement. The banshee releases a terrible, keening wail, provided that it isn’t in sunlight. On a failure, a creature drops to 0 hit points. On a success, a creature takes 21 (6d6) psychic damage. Once she became a banshee (undead) most of her stats would have changed as a result, so she would no longer be a 13th level wizard + a banshee. In life she was an elf who was considered quite beautiful known to be vain at heart. You emit a heart-rending wail that beckons the living to the grave. This wail has no effect on constructs and undead. I would suggest using the banshee stats as your base, but give her the INT and spells of a evoker. Now she is a puny CR 4. A banshee that’s seriously wounded (reduced to 23 hp or fewer) won’t flee its home, but it will begin acting more erratically and irrationally—attacking foes at random, grabbing objects and hurling them, using its movement to loop and careen around in a … In 3.5 D&D the Banshee was a CR 17 and most adventurers would think twice before taking one on. Beauty Hoarders. Each creature other than you in a 30-foot-radius sphere originating from you that can hear you must make a Constitution saving throw. Even in Pathgrinder the Banshee was a CR 13. She knows the general direction they’re in but not their exact locations. The greater banshee in the (highly recommended and not to be missed Monster Manual Expanded) is CR 13, can cause paralysis as well as fear, a death kiss, and the wail to zero HP, but all the DCs are much much higher, spellcasting up to 6th level and legendary actions. The banshee can move through other creatures and objects as if they were difficult terrain. The only encounter I modified in 5E after designing it based upon this playtesting (so far) was one with a banshee and a few ghouls. All other creatures within 60 feet of the banshee that can hear it must make a DC 15 Constitution saving throw. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. He feels like this would be a pretty crappy way to do and I feel since I was a mistake the DM made and not the Player. I only have experience with 5e. 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