b'Unseelie Banshee Queene \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  16  Hit Points  180 (24d8 + 72)  Speed  60 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX:  23 (+6)  CON:  16 (+3)  INT:  5 (-2)  WIS:  17 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +8  Damage Resistances  acid, fire, lightning, thunder  Damage Immunities  cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  18  Languages  Aklo, Common, Sylvan  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Fear . A creature that is within 10 feet of the unseelie banshee queene while it is conscious has disadvantage on saving throws against being frightened. Creatures that are immune to being frightened instead lose their immunity to being  frightened . \n'b'  Hear Heartbeat . The unseelie banshee queene can sense the beating hearts of living creatures within 60 feet, perceiving them as if it had the blindsight ability. It cannot detect plants, oozes, elementals, or amorphous creatures with this ability, nor any living creature that lacks a heartbeat. \n'b'  Incorporeal Movement . The unseelie banshee queene 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'  Legendary Resistance (3/Day) . If the unseelie banshee queene fails a saving throw, it can choose to succeed instead. \n'b'  Sunlight Sensitivity . While in sunlight, the unseelie banshee queene has disadvantage on  at t ack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Terrifying Touch .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 18 (4d6 + 4) necrotic damage, and the target must make a DC 17  Wisdom  saving throw. On a failure, the target loses the benefit of one ongoing spell or effect that protects against being  frightened  (such as heroes\xe2\x80\x99 feast) and is frightened for 1 minute. \n'b'  Death Coach (1/Day) . The unseelie banshee queene summons an incorporeal, ghostly coach, the Coiste Bodhar. The coach appears in an empty space within 60 feet of the unseelie banshee queene and lasts as long as the unseelie banshee queene concentrates, like a spell. The coach occupies the space of a Large object, but does not prevent movement. As a bonus action, the unseelie banshee queene can direct the coach to fly up to 60 feet, passing through other creatures and objects. If the coach passes through a creature at least once in a turn, the victim must make a DC 17  Dexterity  saving throw. On a failed saving throw, the creature takes 10 (3d6) necrotic and 10 (3d6) thunder damage, and a creature of Large or smaller  size  becomes trapped within the coach; on a success, a creature takes half as much damage and is not trapped. The trapped target is  restrained , it has total  cover  against attacks and other effects outside the coach, and it takes 5 (2d4) necrotic damage at the start of each of the unseelie banshee queene\xe2\x80\x99s turns. A trapped creature moves with the coach and is otherwise affected as the spell,  etherealness . At the end of each of its turns, a trapped creature may make a new  Wisdom  saving throw. On a success, the victim may exit the coach using 5 feet of movement and become corporeal again, either dismounting or falling, depending on whether the coach is in the air or not. \n'b'  Immortal Anguish . Creatures within 60 feet of the unseelie banshee queene that are able to see and hear it must make a DC 17  Charisma  saving throw. On a failure, a creature has disadvantage on  attack  rolls and ability checks for 1 minute. A creature that succeeds at a saving throw against this trait is immune for 24 hours. \n'b'  Shout . Creatures within 30 feet of the unseelie banshee queene must make a DC 17  Constitution  saving throw, taking 17 (5d6) thunder damage on a failed save and becoming  deafened  for 1 minute, and taking half as much damage on a success and not becoming  deafened . \n'b'  Wail (Recharge 6) . Hostile creatures within 40 feet who can hear the unseelie banshee queene have disadvantage on  attack  rolls and ability checks until the end of its next turn and must make a DC 17  Constitution  saving throw. This has no effect on constructs or undead. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is  frightened  for 1 minute; on a failure by 5 or more, the target is permanently  deafened . A target may make a DC 17  Wisdom  saving throw at the end of each of their turns; on a success, they are no longer frightened. Unseelie banshee queene wails are supernaturally powerful and penetrate the effect of any spell of 3rd level or lower that creates silence. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The unseelie banshee queene can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The unseelie banshee queene regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . The unseelie banshee queene moves up to its full speed without provoking opportunity attacks. \n'b'  Shout (Costs 2 Actions) . The unseelie banshee queene uses its shout. \n'b'  Terrifying Touch Attack . The unseelie banshee queene makes one terrifying touch attack.'