b'Banshee \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  81 (18d8)  Speed  0 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX:  17 (+3)  CON:  10 (+0)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +6,  Charisma  +7  Skills   Perception  +6  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  16  Languages  Common, Elven, Sylvan  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Incorporeal Movement . The banshee can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Life Sense . The banshee can innately sense all living creatures within a 5-mile radius of it. \n'b'  Actions \n'b'   Chilling Touch .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 11 (2d8 + 3) necrotic damage and the target must succeed on a DC 13  Dexterity  saving throw or be knocked  prone . \n'b'  Horrifying Visage . Each non-undead creature within 60 feet of the banshee that can see it must succeed on a DC 15  Wisdom  saving throw or be  frightened  for 1 minute. A  frightened  target can repeat the saving throw at the end of each of its turns, ending the  frightened  condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this banshee\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b'  Keening Wail (1/day) . The banshee releases a terrible, keening wail, provided that it isn\xe2\x80\x99t in sunlight. This wail has no effect on constructs and undead. All other creatures within 60 feet of the banshee that can hear it must make a DC 15  Constitution  saving throw. On a failure, a creature drops to  0 hit points . On a success, a creature takes 21 (6d6) psychic damage.'