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. This wail has no effect on constructs and undead. Each creature other than you in a 30-foot-radius sphere originating from you that can hear you must make a Constitution saving throw. The banshee can magically sense the presence of living creatures up to 5 miles away. In that mock up battle, the PCs were likely to be spread out and the banshee would engage them from the center of the group. She knows the general direction they’re in but not their exact locations. 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. 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. It is forced to relive every momerit of its life with perfect recall, yet always refuses to accept responsibility for. 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. I only have experience with 5e. Even in Pathgrinder the Banshee was a CR 13. The vanity that inspired the banshee’s cursed creation persists in undeath. Beauty Hoarders. All other creatures within 60 feet of the banshee that can hear it must make a DC 15 Constitution saving throw. I would suggest using the banshee stats as your base, but give her the INT and spells of a evoker. 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. Now she is a puny CR 4. On a failure, a creature drops to 0 hit points. Incorporeal Movement. On a failure, a creature drops to 0 hit points. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. The banshee can move through other creatures and objects as if they were difficult terrain. On a success, a creature takes 21 (6d6) psychic damage. 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 releases a terrible, keening wail, provided that it isn’t in sunlight. its doom. 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