Detect Life. The banshee can magically sense the presence of living creatures up to 10 kilometers away. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Spellcasting. The banshee’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
Corrupting Touch. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 12 (3d6 + 2) necrotic damage.
Wail (1/long rest). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 5 meters of her that can hear her must make a DC 13 Fortitude saving throw. On a failure, a creature drops to 0 health. On a success, a creature takes 10 (3d6) psychic damage.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9