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\columnbreak ## Flesh Banshee ___ > ## Flesh Banshee >*Medium undead, chaotic evil* > ___ > - **Armor Class** 14 (natural armour) > - **Hit Points** 110 (17d8 + 34) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|15 (+2)|7 (-2)|6 (-2)|16 (+3)| >___ > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands all languages it spoke in life but can't speak > - **Challenge** 5 (1,100 XP) > ___ > > ***Sound Barrier.*** Any time the flesh banshee is targeted by an ranged attack or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the flesh banshee is unaffected. On a 5 or 6, the flesh banshee is affected by the attack as normal. > > ***ZED Time.*** If the flesh banshee suffers a critical hit, the attacker can either make one attack as a bonus action, or move up to half its speed before the end of its turn. > > ### Actions > ***Piercing Scream.*** Each creature in 10-foot radius of the flesh banshee that can hear it must make a DC 14 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. This has no effect on undead or constructs. \columnbreak
*“Here’s a thought. How do you find yourself making one of these things in you necromancer’s dungeon, or whatever, and not stop, take a good hard look at yourself and think: ‘Hang on. I’m completely out of my gourd, aren’t I?’* *- Pietr the bloodless, aspiring philosopher.* --- The flesh banshee is colloquially known as a siren, not for its likeness to the mythological creature, but for the loud and near unrelenting noise that it can produce. The siren appears as an emaciated humanoid corpse, animated and fitted with a modified illusion spell that can amplify its mournful screams to eleven. The siren is fitted with a harness that serves to both house the spell that amplifies its voice, and give it some rudimentary armour. An unintended side effect of Horzine's experiments with the siren, is that its scream is so loud it can disrupt projectiles, be they magical or otherwise. Unless timed perfetly, a siren's scream can knock ammunition out of the air, detonate magical spells early and harmless, and generally make dealing with it from a distance an arduous and time consuming task.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork: © Tripwire Interactive