D&D Homebrew Monster: The Bean Sidhe / Banshee

    A spectral fey tied to the Ethereal Plane, grieving for those of ancient houses and the downfall of great heroic bloodlines.  Inspired by Celtic/Irish mythology and folklore.
    A homebrew monster for Dungeons & Dragons 3e/3.5; created by Aboleth Eye!  
    As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

    The sickness has claimed all but one of the castle’s noble denizens. The beloved son and heir of the late lord.  For days the sky has been dark and stormy; the roads muddy and impassable.  The healer requested days ago has been unreachable, and the young lord slips away more with each passing, gloomy day.  And the servants whisper of a haunting voice wailing from the cemetery beyond the hill…
    T
he lady of the house was raised in the old ways.  She knows what walks among the family gravestones is an omen incarnate.  Her son will die if nothing is done, but the voice grieving his inevitable passing is not unkind.  She prepares a basket of tributes, and she begs for you to present them to the voice’s owner. 
    
The moon is hidden by clouds, and the cemetery gate swings rustily in the night’s breeze.  A bank of mist occludes the cobblestone path; the stone markers of lords past rising to catch you by surprise.  And there she paces--the infamous keening spirit... 
    Her figure is more slender and pale than moonlight.  She is overwhelmed by a pitch black  cloak and mourner's veil.  What you can see of her face is stained by ink-colored tears, forever flowing down her hollow cheeks.  Her voice has carried miles and miles, and up close its intensity shakes you to your marrow.  To witness this harbinger firsthand, out of instinct you step back from this pale specter.  
    A
 twig snaps beneath your clumsy boots…  Her keening stops.  For the first time in days. 
    The veiled head turns to meet your form, knees knocking and clutching the basket like a lifeline as you are.  A pale hand with black fingernails lifts the veil a
nd you see true face of undying grief…

The Bean Sidhe
    Draped in black gossamer and silver adornments, bean sidhe typically appear like elven or fey women with deathly pale skin and long white-gray hair.  Their sharp cheeks are stained by a stream of black tears constantly flowing from their dark-lashed eyes.  Bean sidhe are constantly weeping, mourning all those destined to die without peace or comfort... 
    Scholars claim bean sidhe are related to fey like nymphs and dryads.  Except where their sylvan sisters are beautiful incarnations of the natural living world, a bean sidhe are the beauty of a peaceful end to life.  Therefore, they come from beyond the Material Plane--harbingers of unavoidable death and tragedy.
    These outsiders appear around the homes of mortals where death is certain.  Their manifestation is a terrible omen to someone living in the community or abode they haunt.  Whenever a bean sidhe appears, a prominent death will follow.  Only those closest and involved with the destined dying soul can hear their song at first.  Some say the voices of these beautiful creatures actually draw away the will to live, as their wailing never ends and can be heard even from a distance of two miles.
    Bean sidhe do not cause death, however; they are merely observers and attendants to the last days of mortal life.  In some way, their presence and keening song is meant to prepare a family or community for death--most never receive such warnings in their lifetimes.  
    Most bean sidhe are content to watch from the Ethereal Plane, the faintest echoes of their keening carried on the breeze.  However, should a bean sidhe manifest onto the Material Plane and be witnessed by mortals, the upcoming death might be a truly painful or disheartening demise.  Potentially, the victim's destiny has been overwritten and all that awaits them now is death...
    Some rare tales are told that by leaving offerings for the bean sidhe out at night, the spectral lady may be willing to offer insight with her powers over fate and death.  They have powerful divination abilities and, if given respect through courageous conversation, may offer advice or a hint how to change the fate of the one destined to die.  Those who have successfully communicated with bean sidhe are said to meet them again upon their deathbeds, as they come to escort their mortal attachments to their afterlife…

    Most bean sidhe are said to resemble nymphs except they are more dark beauties, typically covering themselves in darker garb.  However, it appears their appearance can be affected by local customs and folklore.  
    Certain villages of pagan faith supposedly have bean sidhe that more resemble resembling hunched goblin-like fey with long cow-like tails...  These genderless, warped incarnations are pale to the point of near-translucency, lithe of body and have large eyes that shine like the full moon.  Typically, such unusual manifestations of these bean sidhe haunt burial grounds or grave barrows, pacted by ancient promises to protect the remains interred within--in exchange for tributes... 
    Other cultures believe that bean sidhe are the souls of women who died in mourning, and in their grief they wail for all deaths hereafter.  These incarnations are more hauntingly plain rather than beautiful--resembling elderly human women of pale skin and black hair.  They dress in shapeless cloaks of plain black or gray--modest mourners who grieve but do not wish to inspire dread in those who hear their cries...

    Rarely a bean sidhe will choose to stay upon the Material Plane to hunt down a soul that has escaped death for too long.  Liches, vampires and other forms of perceived immortality (through undeath or stealing life from other) are the usual quarry for these psychopomps.  A bean sidhe will stay on the Material Plane as long as it takes to hunt down the offending soul; or will hinder and haunt the target until wards made against the bean sidhe fail.
    Bean sidhe venerate Wee Jas as the goddess of death and destiny.  They understand the flow of souls and rebirth is an important foundation to the entire planescape's continuation.  What lives a mortal life must have a mortal death.  Many serve the death goddess in her palaces within Acheron; but they are tied to the Ethereal Plane above all.  Some say there is a secret demiplane within the Ethereal where psychopomps like bean sidhe gather to watch over the Material cycle of life and destined death.
    To these psychopomps, undead are an abomination regardless of reasoning for their formation--siphoning and corrupting life as they do, they must be eradicated.  Typically the everyday adventurer or holy guard will deal with most undead, but the truly evolved or greater undead may incur the wrath of a bean sidhe should they destroy life without fear of consequence.


    Bean sidhe supposedly were fey once upon a time, but they answer to principles far beyond the limits of the Material Plane.  Sylvan fey (and even those of the darkest inclinations) do not dare offend a bean sidhe once she manifests.  They come and go as they please; and though the fey are long-lived they may also die like all mortal things.  These fey-outsiders are powerful oracles, and they are blinded to petty Material concerns due to their foresight and duties.  
    Even the greater celestial eladrin--fey-like entities of incredible power and majesty--give the bean sidhe a wide berth.  Death is warded off from those of extraplanar origins.  At least, it should be for outsiders.  But on their home planes of existence, despite their power being strongest within their realms, nonexistence may turn its gaze upon these god-like beings.  And the bean sidhe forewarn even the eladrin of a destined death...


Monster Statblock
Bean Sidhe
Size/Type: Medium Outsider (augmented fey, extraplanar, lawful)
Hit Dice: 12d8+48 (102 hp)
Initiative: +8 (+4 dex, +4 feat)
Speed: 30 feet, Fly 60 feet (good)
Armor Class: 19 (+4 dex, +5 deflection*)
Touch / FF AC:    19 / 15
BAB/Grapple:+12/+12
Melee Attack: +1 silver ghost touch Sickle +17 melee
Full-Attack:+1 silver ghost touch Sickle +17/+12/+7 melee
Damage:+1 silver ghost touch Sickle (1d6+1)
Space/Reach:     5 ft / 5 ft
Special Attacks: Aura of Fear, Evasion, Ghost Touch Weapons, Keening,
 Plane Shift, Shadow Blend, Spells
Special Qualities:  DR 10/Cold Iron, Darkvision 60ft, Lawful Subtype, Outsider Traits;
 Immune to charms/compulsions, Resist Cold 15, Unearthly Grace*
Saves*: Fort +17, Ref +17, Will +17
Abilities: Str 10, Dex 19, Con 18, Int 14, Wis 18, Cha 20
Skills: Concentration +16 (+20 casting defensively), Diplomacy +17, Hide +16
 Hide +16, Escape Artist +10, Intimidate +17, Knowledge (any two) +14,
 Listen +16, Move Silently +16, Perform (singing) +17, Search +14,
 Spot +16, Use Magic Device +17
Feats: Combat Casting, Combat Reflexes, Dodge,
 Improved Initiative, Weapon FinesseB
Environment: Material Plane (graveyards/ruins/temples); or Ethereal Plane
Organization: Solitary
Challenge Rating: 11
Treasure:Standard
Alignment: Always Lawful
Advancement: By Character Class (Favored: Cleric)

    Bean Sidhe all understand Common, Sylvan and Infernal; but they are hesitant to speak to living creatures.  Because they constantly weep for all that will inevitably die, their voices are always cracked and hollow, like a stone mausoleum door being pulled open.  

Combat
A bean sidhe never attempts to begin combat.  They are content to watch and wail from a distance, their keening causing most weak hearted mortals to stay away and forgo engaging them.  However, should an enemy attempt to harm them in any way, a bean sidhe will pull out its silver sickle and unleash powerful magics to defend itself.  Despite its frail and delicate form, its prowess with its weapon instills fear into mortals.
A bean sidhe’s silvered weapon is considered a ghost touch weapon, but only while they wield it.
Bean sidhe wield divine magic as a cleric would.  They prefer spells that dishearten and weaken their enemies’ bodies and souls, but are not above a good smiting blast of divine energy.  If they are overwhelmed in combat, especially against enemy spellcasters, they attempt to flee first with meld into stone before utilizing their plane shift ability.
Against undead and fiends, however, bean sidhe are stalwart defenders of the living.  They wield their silver weapons and most powerful spells against them, forcing the evil creature off the Material Plane and away from their mortal targets.
While bean sidhe are rarely on the Material Plane except to await a particular death, they are not above causing the demise of those who attempt to hinder or maliciously harm it.  They are messengers first and foremost, but many mistakenly believe that conquering them can prevent death.  

Keening (Su):    As a standard action a bean sidhe can unleash a tearful wail that shakes the hearts and souls of all who hear her.  All living creatures within a 15-foot radius of the bean sidhe must make a DC 20 Will saving throw or be shaken for 2d4 rounds.  A successful save negates this effect.
    If a shaken creature fails their saving throw against the Keening ability, they instead become frightened for 1d6+1 rounds.  A creature frightened by this effect must flee as far as possible from the source of fear on their turn. 
    Keening is a mind-affecting, sonic-dependent ability.  The saving throw DC is Charisma-based.

Aura of Fear (Ex):    Within a 30-foot radius of the bean sidhe, all non-fey creatures receive a -4 magical circumstance penalty to all fear effect saving throws.  

Ghost Touch Weapons (Su):    Any weapon held in hand by a bean sidhe is considered a ghost touch weapon, allowing them to harm incorporeal creatures that afflict the living.

Shadow Blend (Su): In any conditions other than full daylight, a bean sidhe can disappear into the shadows, giving it total concealment.  Artificial illumination, even a light or continual flame spell, doesn't negate this ability; however, a daylight spell effect can negate shadow blend.

Unearthly Grace (Su):  A bean sidhe adds its Charisma modifier as a bonus on all saving throws, and as a deflection bonus to their Armor Class. (The statistics block already reflects these bonuses).

Spell-like Abilities (Sp):    Twice per day, a bean sidhe can cast plane shift as a sorcerer of their Hit Dice, affecting only themselves.  They most often use it to escape to the Ethereal Plane.

Resistances:    As they are most often found in the cold reaches of the Ethereal Plane, a bean sidhe has Resistance against 15 Cold damage.

Immunities:    A bean sidhe fey is immune to charm and compulsion effects.  

Cleric Spells
A bean sidhe prepares and casts divine magic as a 13th-level cleric.  They can choose from two of the following domains: Magic, Fate, Repose or Death.  Bean sidhe always spontaneously cast negative energy, regardless of alignment.
A bean sidhe never uses necromancy spells to create any form of undead, but may choose spells to control or destroy them.  
  • Typical Cleric Spells Prepared:
    • *Domains: Magic, Death
    • Spell DCs: 14 + spell level
  • 0-level (6/day): Cure minor wounds, detect magic, guidance, purify food and drink, read magic, resistance.
  • 1st-level (7+D/day): Bane, cause fearD*, cure light wounds, deathwatch, detect undead, entropic shield, obscuring mist, sanctuary.
  • 2nd-level (6+D/day): Cure moderate wounds, death knellD*, gentle repose, hold person, shatter, sound burst, spiritual weapon (sickle).
  • 3rd-level (5+D/day): Bestow curse, blindness/deafness, dispel magicD*, magic circle against evil or chaos, meld into stone, speak with dead.
  • 4th-level (5+D/day): Cure critical wounds, dismissal, divination, death wardD*, freedom of movement, sound lance.
  • 5th-level(4+D/day): Commune, disrupting weapon, hallow, scrying, slay livingD*.
  • 6th-level (2+D/day): Antimagic fieldD*, greater dispel magic, harm.
  • 7th-level (1+D/day): Holy word, spell turningD*.


Author's Note:

    I have always loved folklore and fairytales from around the world.  Fey as a whole are my favorite category of creature in Dungeons & Dragons.  One of my longest and most intricately written campaigns was built around a fairytale-inspired world; and I researched all manner of fey folklore to fill my setting.  I even began creating the statblocks for all types of nymph-like fey, since the typical one for D&D is more a conglomerate of them as a whole rather than multiple types (such as dryads, alseids, lampads, etc.)  You know, D&D obsessive stuff you do when you're younger.  Haha!
    In mainstream culture today the Banshee is an iconic ghostly figure, more akin to an actively dangerous spirit that wails and haunts a person.  A malevolent entity that really does not have a lot of connections to its Celtic origins.  And that is what the original Banshee was for D&D 3e/3.5--it was an undead template that could be applied to female elven spellcasters.  
    As you can see, I was not satisfied with this template-only configuration.  I began with the Bean Sidhe as a fey like dryads or nymphs, but I realized they symbolized something more.  Some force of the cosmos that is summoned before death's tragic approach.  So I made them outsiders, psychopomps that actually care and grieve over loss of life.  Despite their frightful appearance, they are not immune to the emotions surrounding death.  They are the embodiments of grief--the tragic acceptance of death and tragedy--compelled to guide mortals through all five stages of grief.  Denial, anger, bargaining, depression and eventual acceptance.

    I hope your adventures make use of the Bean Sidhe in unique ways!  Perhaps your group can bargain with a bean sidhe to prevent a mass tragedy such as a magical plague or undead invasion?  
    Or a mentor figure to one of your adventurers is destined to die, and your party seeks to defeat death (confusing the bean sidhe for a grim reaper)? 
    Perhaps the group is set to face against a necromancer of incredible power?  Someone truly evil that has amassed an army of the undead, or is preparing an arcane superweapon to obliterate life?  You may be told of an ancient shieldmaiden laid to rest in an ancient druidic grove.  Your group goes to seek out this moonlit specter, only to find a bean sidhe knight awaiting your arrival--having predicted they would aid you against this threat to life?
    Use these interesting fey-outsiders in your own games!  And share your campaign stories of bean sidhe with me, I'd love to hear them!  
    

Aboleth Eye