Nightheart, Banshee of the Moon Lake - AI-generated fantasy Monster

Nightheart, Banshee of the Moon Lake

Once an eladrin of a ruined coastal court, she died when a jealous lord drove a blade through her heart at the shore. The blade was never taken; it became the anchor of her rage and sorrow. Locals say pulling the sword will free her but others whisper the blade keeps a promise Nightheart made: if pried free the spirit bargains for mortal endings. Sailors toss coins to the water to appease her, though many who try to retrieve the sword never return.

MediumUndead(Undead)CR 8Neutral evil

Nightheart, Banshee of the Moon Lake

undeadfey-tingedsummonercontrollercold
HP110AC16SPDWalk 30 ft., Fey Step (teleport) 30 ft.CR8 (3,900 XP)PerceptionStealthArcanaDeception
STR
10
DEX
14
CON
16
INT
12
WIS
18
save
CHA
18
save
Undying Grief. Nightheart is immune to the charmed condition and treats fear effects as disadvantages on attack rolls against her. She does not age and cannot be affected by diseases.
Fey Step. As a bonus action, Nightheart can teleport up to 30 feet to an unoccupied space she can see. She leaves behind a faint shimmer of fog where she departed that heavily obscures the space until the end of her next turn.
Summon Wraiths. Nightheart can use an action to call wraiths that rise from the lake within 30 feet. These wraiths obey her telepathic commands. She can maintain at most three wraiths she summoned by this trait at once. Wraiths summoned this way last 3 rounds unless slain.
Mistbound. While inside her Banks of Chilling Fog or in water within 10 feet of the islet, Nightheart has resistance to all damage except radiant.
Guardian Curse. If a creature attempts to remove the sword from her chest without using a purification ritual (a successful DC Intelligence (Religion or Arcana) check followed by casting lesser restoration or removing curse), the creature suffers 18 () psychic damage and must succeed on a Constitution save or gain one level of exhaustion.
Spectral Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () cold necrotic damage, and the target must succeed on a Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage dealt. A creature whose maximum hit points are reduced to 0 by this effect dies and becomes a specter under Nightheart's control for 1 minute. The reduction lasts until the target finishes a long rest and is removed sooner if the heart-bearing sword that pins Nightheart's mortal remains is pulled and purified.
Banks of Chilling Fog. Nightheart exhales a blast of bone-chilling fog in a 30-foot cone. Each creature in that area must make a Wisdom saving throw. On a failure a creature takes 21 () cold damage, is blinded until the end of its next turn, and has disadvantage on Wisdom and Intelligence checks and saving throws while in the fog for 1 minute as the fog plays on their memories and fears. On a success the creature takes half damage and is not blinded but still has disadvantage on Perception checks while in the fog for 1 minute. The fog heavily obscures the area for 1 minute. Nightheart can choose to end the fog (no action) on a later turn. Once Nightheart uses this action, she cannot use it again until she finishes a short or long rest.
Wail of the Pierced. Nightheart wails with the cold clarity of death. Each non-undead creature within 60 feet that can hear her must make a Wisdom saving throw. On a failure a creature takes 31 () psychic damage and is stunned until the end of its next turn. On a success a creature takes half as much psychic damage and is not stunned. If a creature's saving throw is successful by 5 or more, it is immune to Nightheart's Wail for 24 hours. Once Nightheart uses this ability, she cannot do so again until she finishes a long rest.
Fog of Regret. When a creature hits Nightheart with a melee attack while she is in heavy fog, the attacker must succeed on a Wisdom saving throw or be frightened until the end of its next turn as the fog reveals a personal grief.
Frightening Whisper. Frightening Whisper. Nightheart targets one creature she can see within 30 feet. The target must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Summon Wraith (Costs 2 Actions). Summon Wraith. Nightheart calls forth a single wraith that appears in an unoccupied space within 30 feet and acts on her initiative next turn. The wraith lasts 3 rounds or until destroyed. She can only have at most two summoned wraiths from this ability at a time.
Silent Step. Silent Step. Nightheart uses Fey Step to teleport up to 30 feet to an unoccupied space she can see. This movement does not provoke opportunity attacks.
Cantrips
Cantrips (at will): Chill Touch, Minor Illusion, PrestidigitationVaried Nightheart can cast the following spells, using Charisma as her spellcasting ability (spell save DC 16, +8 to hit with spell attacks). She has 4 first-level spell slots, 3 second-level slots, and 3 third-level slots, and 2 fourth-level slots.
1st level
1st-level spellsNecromancy/Illusion 1st level (4 slots): Protection from Evil and Good, Ray of Sickness, Fog Cloud
2nd level
2nd-level spellsEnchantment/Illusion 2nd level (3 slots): Hold Person, Mirror Image, Blindness/Deafness
3rd level
3rd-level spellsNecromancy 3rd level (3 slots): Animate Dead, Bestow Curse, Vampiric Touch
4th level
4th-level spellsNecromancy/Illusion 4th level (2 slots): Blight, Greater Invisibility
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