Being a ghost and all she's got an ass-load of resistances and immunities, but there's no flat 50% chance of wasting your turn even if you hit her and/or she fails a save. Her touch is a bit more potent damage-wise, but at least you don't have a chance to suffer permanent Charisma loss, and looking at her only has a chance to scare you.
![d&d 5e banshee d&d 5e banshee](https://images.squarespace-cdn.com/content/v1/5e05ae8e9c87d056a7ca5369/1621903023096-HLQ9UJ604XR64TCW2BJ9/D%26D+Unleashed+-+Horrific+Hags+(v1_0)_Page_5.jpg)
But since it's 3rd Edition this is explained using a very specific mechanical effect, instead of just being mentioned as flavor text for the DM to do whatever with.ĥth Edition dials her down to a comparatively meager thirteen Hit Dice, and her wail back to once per day. As with 2nd Edition they can be a blight on the land, killing and withering many plants. Here they are the result of any strong-willed, selfish individual, not just elves and possibly not even just women. In addition to numerous undead-specific immunities, her incorporeal subtype makes it so that you need magic and magic weapons to harm her, but even then most things have a flat 50% chance of failing, anyway. In 3rd Edition her Hit Dice get cranked up to a whopping twenty-six, she could permanently drain Charisma by touch, and Strength, Dexterity, and Constitution by simply looking at her. She can death-wail up to three times a day (bleh), but has to wait 1d4 rounds between each one. For some reason they hoard treasure, which is convenient enough for adventurers. They are described as hating all living things (and even finding their mere presence painful), but since they cannot use their death-wail during the day they hide until nightfall, before venturing forth to kill everything they come across, man or beast. Here banshees are the spirits of evil female elves. The big thing was that dispel evil just outright destroyed them. They were not only immune to a handful of spells, but had 50% magic resistance against the rest. Otherwise, the banshee had seven Hit Dice, could sense living creatures up to five miles away, forces anyone that sees them to save or run (dropping their shit 50% of the time), deal damage with a touch, and was immune to mundane weaponry, cold, and lightning attacks. Its abilities are primarily powered through a point mechanic, kind of like Favor for Dungeons & Delvers clerics, just more to go around: you spend points to use various powers and miracles, and whenever the sun rises you regain the points you spent.)
![d&d 5e banshee d&d 5e banshee](https://i.pinimg.com/564x/a3/75/a0/a375a08a399497454ce3a27c60d9ff7b.jpg)
(Like, I have this sun priest Dungeon World class that I apparently almost finished and forgot about years ago. For example, something associated with the sun regaining the use of a sun-related ability when the sun rises or sets, whichever makes sense. Right away I have to note that I'm not a fan of the x times per day mechanic, unless it makes sense in-game. In 2nd Edition Dungeons & Dragons, banshees were basically ghosts that could once per day try to kill you with a scream.