b'Banshee, Unseelie \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'  Saving Throws   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  Common, Elvish  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Detect Life . The banshee can magically sense the presence of creatures up to 5 miles away that aren\xe2\x80\x99t undead or constructs. 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 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 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 banshee\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b'  Incorporeal Movement . The 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 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 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 banshee regains a number of  hit points  equal to half the amount of damage dealt. \n'b'  Wail (recharge 6) . The banshee releases a mournful wail, provided that 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.'