Armor Class:

19 ‡

Hit Dice:

7**

No. of Attacks:

1 touch

Damage:

Special

Movement:

60'

No. Appearing:

1

Save As:

Fighter: 7

Morale:

8

Treasure Type:

E

XP:

800

Banshees are to the fey what ghosts, wraiths, and spectres are to humans. It usually resembles a colorless, ash-white elf in ragged clothing and chains. It understands whatever languages it spoke in life, but rarely speaks, instead sobbing uncontrollably. Once per day, the banshee's endless weeping reaches a hideous crescendo, and anyone within a 50-foot radius who hears it must save vs. Death Ray or die in 2d6 rounds; those who fail their saving throw may be saved by application of a remove curse spell. The touch of a banshee does no damage, but it drains 1d4 levels. Because it is incorporeal, a banshee can only be hit by magic weapons.

A banshee is undead, and thus immune to sleep, charm, and hold spells. It it can be Turned by a Cleric, as a vampire. One can walk on water, but if it crosses running water it loses the ability to drain energy or to wail for 2d12 days.