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Banshee Bard 9

Banshee Bard 9 CR 22

XP 614,400
Female banshee bard 9
CE Medium undead (incorporeal)
Init +16; Senses darkvision 60 ft., hear heartbeat; Perception +40


AC 38, touch 33, flat-footed 25 (+5 armor, +10 deflection, +12 Dex, +1 dodge)
hp 433 (28 HD; 19d8+9d8+308)
Fort +19, Ref +26, Will +24; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness


Speed fly 60 ft. (perfect)
Melee incorporeal touch +33 (14d6 negative energy plus terror)
Special Attacks bardic performance 36 rounds/day (move action; countersong, dirge of doom [DC 24], distraction, fascinate [DC 24], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 24]), wail (DC 31), terror (DC 29)

Bard Spells Known (CL 9th; concentration +19)

3rd (5/day)fear (DC 23), major image (DC 23), sculpt sound, slow (DC 23)
2nd (7/day)blindness/deafness (DC 22), detect thoughts (DC 22), hold person (DC 22), suggestion (DC 22)
1st (8/day)charm person (DC 21), grease (DC 21), hideous laughter (DC 21), unseen servant, ventriloquism (DC 21)
0 (at will)detect magic, ghost sound (DC 20), mage hand, message, open/close, prestidigitation (DC 20)


Before Combat This creature moves incorporeally to assess her enemies' weaknesses, harrying them with visual and auditory illusions to test their meddle. She activates her mirror of opposition and mirror of life trapping from within the floor or walls in the hopes of eliminating her enemies without needing to become directly engaged.

During Combat This creature uses dirge of doom to weaken her foes' defenses before making flyby attacks to inflict them with terror. She uses her incorporeal nature to her advantage, moving through walls, floors, and ceilings to escape and confuse her enemies.

Morale This creature is mad and cruel, but still possesses a sense of self-preservation. If reduced to fewer than 60 hit points, she descends into the earth, patiently waiting out her enemies where they cannot reach her, emerging only after she has healed or when she knows the intruders to be gone.


Str —, Dex 34, Con —, Int 10, Wis 20, Cha 30
Base Atk +20; CMB +32; CMD 53
Feats Ability Focus (wail), Alertness, Combat Reflexes, Dodge, Extra Performance, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Toughness, Weapon Focus (touch), Wind Stance
Skills Fly +20, Intimidate +40, Knowledge (local) +21, Knowledge (nobility) +21, Perception +40, Perform (dance) +41, Perform (sing) +41, Sense Motive +7
Languages Common, Elven
SQ bardic knowledge +4, lore master 1/day, versatile performance (dance, sing)
Gear ghost touch bracers of armor +5, headband of alluring charisma +6


Hear Heartbeat (Ex)

A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.

Terror (Su)

A creature damaged by the banshee’s touch attack must make a DC 23 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 23 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.