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The Eld(ar): Banshee Attack Squad

When my PCs stole the Golden Barge from the Eldar during the Slumbering Ursine Dunes adventure Major Xhom got away and has been attempting to retrieve the Golden Barge – a piece of Eldar science-wizard artifact. These will continue until they kill Major Xhom, here are some Eldar Banshees to help him out.  I use a short statblock for gameplay.  * next to the ability score means the target is proficient in that saving throw and, at a minimum, add +2 to the saving throw, though, this particular example is +3 as it’s a CR 5 creature.  I also dont use average damage and roll all damage.

Strange is the name of that ancient race, the Eldur. The tight-lipped followers of the Silent God are said to have coined the word, though its meaning, “where a God resides,” puzzles savants and sages throughout the Cantons to this day. Perhaps there is truth in the old folk tales of them as pitiless eaters of a long-forgotten deity, or perhaps it involves another of that race’s arcane cruel jokes.


AC 18 (silver mesh, force shield), HP 71; Speed 30 ft.
STR +1, DEX +4*, CON +2*, INT +0, WIS +1*, CHA +1; Skills Perception +4, Stealth +10
Senses Darkvision 120 ft.; Languages Elvish, Eld, Undercommon


  • Banshee. The eld banshee always acts first during the first round of combat and can never be surprised.
  • Eld Vision. Eld are not affected by otehr Eld’s darkness abilities.
  • Fey Ancestry. The eld has advantage on saving throws against being charmed, and magic can’t put the eld to sleep.
  • Force Shield. The force shield that the eld banshee wears cancels a single force attack targeting her, the shield is then exhausted for 1 minute and the banshee’s AC is reduced by 2 to 16.
  • Spells. CHA DC 12/+4:
    • At will: dancing lights
    • 1/day each: darkness, faerie fire, levitate (self only)

Attack (2x, +7)

  • Power Shortsword. 5 ft/one target. Hit: 1d6 + 4 force damage plus 3d6 poison damage.
  • Shuriken Pistol. 30/120 ft./one target. Hit: 1d6 + 4 thunder damage and the target must succeed on a CON saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.


  • Parry. The eld adds 3 to its AC against one melee attack that would hit it. To do so, the eld must see the attacker and be wielding a melee weapon.

Exarch Upgrade

Certain elite or captain level banshees may have the following upgrade as well as 140 hps.  The exarch gains the following additional actions:

  • Executioner. 5 ft/one target. Hit: 2d6 + 2 slashing damage plus 4d6 force damage. This is a two-handed weapon that provides +2 STR and scores a critical on a 19 and 20.
  • Banshee Mask (1/Day). The banshee releases a sonic wail. A single creature within 90 feet of her that can hear her must make a CON saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Posted in 5e, Clash of the Titans, Dungeons & Dragons, Monstrous Compendium, Science-Fantasy, Warhammer

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