b'Unseelie Banshee \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  16  Hit Points  117 (26d8)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX:  22 (+6)  CON:  10 (+0)  INT:  12 (+1)  WIS:  11 (+0)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Wis  +5,  Cha  +8  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  10  Languages  Aklo, Common, Sylvan  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Detect Life . The unseelie banshee can magically sense the presence of living creatures within 5 miles. She knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b'  Horrifying Visage . Each non-undead creature within 60 feet of the unseelie banshee that can see her must succeed on a DC 16  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, with disadvantage if the unseelie banshee is within line of sight, ending the effect 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 the unseelie banshee\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b'  Incorporeal Movement . The unseelie banshee can move through other creatures and objects as if they were  difficult terrain . She takes 5 (1d10) force damage if she ends her turn inside an object. \n'b'  Magic Resistance . The unseelie banshee has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Corrupting Touch .  Melee Spell Attack : +11 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) necrotic damage. \n'b'  Energy Drain (1/Day) . The unseelie banshee targets one creature it can see within 120 feet of her. The target must succeed on a DC 16  Constitution  saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The unseelie banshee regains a number of  hit points  equal to half the amount of damage dealt. \n'b'  Wail (Recharge 6) . The unseelie banshee releases a mournful wail, provided she isn\xe2\x80\x99t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16  Constitution  saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. \n'b'\n'b' ABOUT \n'b' A banshee is the undead spirit of an elven woman who, in her last moments of life, either committed some sort of heinous betrayal of her friends and family or was herself dealt a soul-shattering, torturous death at the hands of those she thought were her allies and loved ones. In either event, the spirit of the slain elf rises with the next sunset as a creature of indiscriminate vengeance whose hatred of the living targets both innocent and guilty with equal ferocity. Only the cleansing rays of true sunlight, a symbol of healing, renewal, and forgiveness, evokes anything resembling fear in these nearly mindless harbingers of death. \n'b'  Fey Terror . While mortal banshees are drawn from the spirit of fallen elves, unseelie banshees arise from the spirits of fallen faeries who perished in the throes of indescribable anguish or unspeakable betrayal of their kith and kin. Mightier fey who fall in this way or who commit truly legendary acts of terror can arise as even deadlier spirits of vengeance, spite, and ruin, ruling domains of death as unseelie queenes.'