The Howl That Stays With You.
For use with Dragonbane RPG.

The thing about banshees is they aren’t just noise. They’re grief weaponized. Once, they were people and in my world, most often they were Elf or Wolfkin, bound close to nature and community. When death ripped them from that, something refused to pass on. What’s left is mourning made flesh, sorrow sharpened into a scream.
The stories always say you hear a banshee before you see one. A voice stretched past breaking, echoing over hills or down ruined corridors. It sounds like someone calling for help until your skin prickles and your gut reminds you that no one alive makes that sound. The scream doesn’t just ring in your ears, it lingers in your bones.
On the table, banshees aren’t designed to be “a fight you win.” They’re a fight you endure, one that scars your characters. A banshee’s wail leaves a curse behind, a kind of spiritual wound that your party healer can’t patch up with herbs and poultices. No, this one calls for serious spellwork or ritual cleansing. Which means your players might not only fear the fight itself, but the toll that comes due afterwards.
BANSHEE
Description: Spirits of grief, banshees are often born from elves or wolfkin who died tragically, leaving sorrow too heavy to release. Their keening wails foretell doom and lash the living with curses that do not fade easily.
Ferocity: 1 Size: Medium
Movement: 10 (floating) Armor: N/A (Incorporeal) HP: 10
Special: Banshees are undead and affected by spells and magic as such. They can only be harmed by magical weapons, cold wrought iron, or spells. Bane and Purge do double damage to a Banshee.
Movement: As free roaming incorporeal vapors, Banshees are unaffected by terrain or physical obstacles.
Lament Fade: The Banshee fades from the material world but lingers in the Spirit Plane forever anchored to the place where it passed unless Purge or Banish is cast on it.
MONSTER ATTACKS
D6 Attacks:
1: Wail of Doom: All creatures within 20 meters roll WIL. On a failure, they take 1d6 WP damage, Disheartened, and are afflicted by the Banshee’s Curse: a lingering Bane on all WIL rolls until lifted by Level 3 Dispel, Restoration, or ritual spellwork.
2: Chilling Claw: Deals 1d8 cold damage. Target must roll WIL or gain the Exhausted condition (choose another condition if already Exhausted).
3: Piercing Shriek: A single target must make a CON roll. On a failure, target suffers 2d6 damage (ignores armor.)
4: Echoing Cry: All allies of the target within 10 meters must make a Fear check.
5: Death Omen: Marks one target. The next time that target takes damage within the next Stretch, the damage is doubled. The mark is can be removed by a Dispel or similar magic.
6: Screaming Curse: One target is cursed to age rapidly. The attack cannot be dodged. All hair/fur turns stark white and their attributes and derived ratings change as per the table in the Dragonbane Core Rulebook, but skill levels do not. The effect is permanent, and the victim ages normally from their new age. A person who is already old becomes very frail and gets −2 STR and CON. This curse is permanent unless reversed by a complex ritual or incredibly rare magic.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

