BansheeCreature 17
Source Pathfinder Monster Core
Perception +32 (darkvision, hears heartbeats (imprecise) 60 feet)
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 (void healing)
Speed 0 feet (fly 60 feet)
Immunities bleed, death effects, disease, paralyzed, paralyzed, poison, precision, unconscious
Resistances All Damage 12
Hears Heartbeats
The banshee can hear heartbeats within 60 feet of it as an imprecise sense.
Sunlight PowerlessnessA banshee in sunlight is Clumsy 2 and Stunned 2.
Spectral RippleWhen 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 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-rank Dispel Magic spell.
Vengeful Spite
(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 with a DC 38 will save and applying the effects of terrifying touch based on the results of the same Will save.
Wail
(auditory, concentrate, death, occult)The banshee unleashes a soul-chilling Wails of the Damned (DC 38 fortitude, 8d10 void). This Wail overcomes silence and similar effects of 5th rank or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th rank.
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 [/gmr 1d4 #Recharge Wail] rounds.
Banshees are the furious, tormented souls of those bound to the world by a betrayal that defined the final hours of their lives. Some banshees arise from those who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from those 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 person (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 are elves and 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 in the frozen wastes in northern Avistan, created from a cruel and widespread betrayal that is centuries old.
Traits
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.
IncorporealAn 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 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's 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, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.