Banshee

Medium-Size Undead

Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 15 (+3 Dex, +2 deflection)
Attacks: Claw +6 melee
Damage: Claw 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura, wail
Special Qualities: Detect living, immunities, incorporeal, SR 20, turn resistance +4, undead, vulnerability
Saves: Fort +2, Ref +5, Will +7
Abilities: Str -, Dex 17, Con -, Int 16, Wis 15, Cha 14
Skills: Hide +13, Intimidate +8, Intuit Direction +8, Listen +14, Search +12, Sense Motive +10, Spot +14
Feats: Alertness, Blind-Fight, Improved Initiative, Spell Focus (wail)

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-21 HD (Medium-size)


COMBAT

Fear Aura (Ex.): Anyone viewing a banshee must make a Will save (DC 15) or flee in terror for 1d6+4 rounds. There is a 50% that a fleeing creature will drop any held items.

Wail (Su.): 1/day at night only; 30 ft. radius; Will save (DC 17) or die.

Detect Living (Ex.): The banshee can sense all living creatures up to 5 miles away.

Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities: Banshee are immune to cold and electricity-based attacks.

Vulnerability: Holy water deals 2d4 points of damage/vial to a banshee. A dispel evil destroys a banshee.

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