Banshee (CR 16/MR 6)

This beautiful, ghostly elven woman glides through the air, her long hair flowing around a face knotted into a mask of rage.

Mythic Banshee (CR 16/MR 6)
XP 76,800
Pathfinder Roleplaying Game Bestiary 2
CE Medium undead (incorporeal, mythic)
Init +21MF; Senses darkvision 60 ft., hear heartbeat 60 ft.; Perception +26
Aura aura of cowardiceMA (30 ft.)

Defense

AC 35, touch 35, flat-footed 23 (+13 deflection, +11 Dex, +1 dodge)
hp 266 (19d8+181)
Fort +13, Ref +19, Will +18
Defensive Abilities incorporeal; DR 10/epic; Immune undead traits; SR 27MA
Weaknesses sunlight powerlessness

Offense

Speed fly 60 ft. (perfect)
Melee incorporeal touch +25 (14d6 negative energy plus terror)
Special Attacks death coachMMA, mythic power (6/ day, surge 1d8), sonic scream MA, wailMA

Spell-Like Abilities (CL 14th; concentration +21)
At will—shout (DC 21)

Statistics

Str —, Dex 32, Con —, Int 5, Wis 20, Cha 25
Base Atk +14; CMB +25; CMD 49
Feats DodgeMF, Flyby Attack, Following StepAPG, Improved InitiativeMF, Iron Will, Lightning Reflexes, MobilityMF, Step Up, Step Up and StrikeAPG, Wind Stance
Skills Fly +23, Perception +26
Languages Common, Elven
SQ immortal anguishMA

Ecology

Environment any
Organization solitary
Treasure standard

Special Abilities

Aura of Cowardice (Su) A mythic banshee radiates an aura of such palpable terror that all non-mythic enemies within 30 feet take a –4 penalty on saving throws against fear effects, while creatures that are normally immune to fear do not take this penalty but lose their immunity while within 30 feet of a mythic banshee. Mythic opponents are also affected by a mythic banshee’s aura of cowardice, but only if they are within 10 feet of the mythic banshee.

Death Coach (Su) Once per night as a full-round action, a mythic banshee can expend one use of its mythic power to call into being a spectral carriage drawn by ghostly horses called the Coiste Bodhar (koe-shta-bower) and send it hurtling through its foes. The Coiste Bodhar is treated as a Large incorporeal construct (AC 16 [+7 deflection, -1 size], hp 133, saves as the banshee that created it, speed fly 60 ft. [average maneuverability], Fly +6). The Coiste Bodhar moves on the banshee’s turn. Changing its direction is a swift action if it moves in a straight line, or a move action if it must turn during its movement. Although it is a construct, the death coach can be damaged by positive energy effects.

Using its own full-round action, the Coiste Bodhar can move up to its speed, moving through the spaces of one or more creatures and dealing 3d6 points of sonic damage and 3d6 points of negative energy damage to them. A creature can be harmed by the Coiste Bodhar only once per round, even if it passes through their space more than once. Creatures in its path can make an attack of opportunity against the Coiste Bodhar, though at a ─4 penalty. If they forgo the attack of opportunity, they can attempt to avoid it and receive a DC 26 Reflex save for half damage. The save DC is Charisma-based, using the mythic banshee’s Charisma and Hit Dice.

Creatures that fail (or forfeit) their saving throw against the death coach are affected by the mythic banshee’s terror ability. Those that fail their Will save against that ability are also forced into an incorporeal state and become trapped within the death coach, gaining one negative level each round they begin their turn within it. Each negative level the death coach inflicts heals it 5 points of damage; this has no effect if the death coach is at full hit points. As long as the trapped creatures remain cowering, they cannot escape the Coiste Bodhar, but once they stop cowering they can attempt to escape it by making a new Will save as a full-round action. When the save is made, or if the Coiste Bodhar is destroyed, trapped creatures resume solid form and fall out of the insubstantial death coach. Treat this as being dismounted (as the Ride skill) if the death coach is at ground level, or as normal falling damage if it is in flight. The death coach can entrap up to four Medium-sized creatures in this way. If the Coiste Bodhar is destroyed, the mythic banshee takes 3d6 points of damage and is shaken for 3d6 rounds.

If a mythic banshee expends two uses of mythic power when it calls the Coiste Bodhar, it can also summon a ghostly dullahan coachman to drive it. This dullahan coachman has normal statistics for its kind, though while astride the death coach it can pass through solid objects and creatures as if it were incorporeal (though it does not gain the incorporeal subtype). It cannot summon a mount or leave the coach but is considered mounted on the Coiste Bodhar for the purpose of feats and rules related to mounted combat. If a mythic banshee expends three uses of its mythic power, the coachman is a mythic dullahan.

Hear Heartbeat (Ex) A banshee 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, or amorphous creatures with this ability, nor any living creature that lacks a heartbeat.

Immortal Anguish (Su) Any creature beginning its turn within 60 feet of a mythic banshee and able to both hear and see it is stricken with despair (as crushing despair) for 1d6 minutes (DC 26 Will negates). Creatures succeeding on their saving throw are immune to the immortal anguish caused by that mythic banshee for 24 hours. A mythic banshee can spend one use of its mythic power as a swift action to intensify the anguish it radiates until the end of its next turn, forcing creatures to save again even if they have previously saved (though such creatures gain a +2 circumstance bonus to the saving throw). Even creatures that succeed on their saving throw against this effect are affected as crushing despair for 1d6 rounds, while creatures failing their saving throw begin to wither and die as if afflicted by the curse of the ages, and the despair caused by this ability persists until the curse of the ages is removed.

Sonic Scream (Su) A mythic banshee’s wail functions normally against creatures that are deaf, and it may choose to split the damage dealt by its wail to be half negative energy and half sonic damage. In addition, when not using its wail it may use shout at will as a spell-like ability, and may spend one use of its mythic power to duplicate the mythic version of shout or to use a standard shout as a swift action.

Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 26 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.

Wail (Su) Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 26 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence.

The save DC is Charisma-based. A mythic banshee can spend one use of her mythic power when starting to wail to duplicate the mythic version of wail of the banshee, or two uses of her mythic power to duplicate the augmented mythic version.

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