🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BansheeCreature 17


UncommonCEMediumIncorporealSpiritUndead
Source Pathfinder Bestiary
Perception +32 (hears heartbeats (imprecise) 60 feet, darkvision)
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; Reflex +29; Will +32;
HP 250 (negative healing)
Speed 0 feet (fly 60 feet)
Immunities disease, paralyzed, poison, precision, unconscious
Resistances All 12

Hand One Action +32 (+27, +22) to hit (finesse, magical) 4d10+14 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Hears Heartbeats (Imprecise) 60 feet

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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Vengeful Spite Reaction (evocation, occult)

Trigger A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect.


Effect The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic will save) and applying the effects of terrifying touch based on the results of the same Will save.

Spectral Ripple

When a banshee Strides at least 10 feet, they're Concealed until the start of their next turn.

Terrifying Touch (emotion, enchantment, 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-level Dispel Magic spell.

Wail Two Actions (auditory, concentrate, death, necromancy, occult)

The banshee unleashes a soul-chilling Wail of the Banshee (DC 38 fortitude save). 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.


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 personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee.

Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking about the edges of drow settlements in the Darklands, as plenty of cruelty and betrayal exists in drow culture.

Banshees' mere touch inflicts pain and primal fear, and those exposed to their wails of grief rarely survive the experience.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.