"Banshee"ler ile ilgili detaylı bilgiye ihtiyac
"Banshee"ler ile ilgili detaylı bilgiye ihtiyac
Sadece DL'teki Soth'un banshee'leri değil, diğer diyarlardaki (özellikle FR'de) durumları ile ilgili bilgi arıyorum.
Nasıl meydana geliyorlar, kime veya neye hizmet ediyorlar, geçtikleri ve bulundukları yerlerde ne tür izler bırakıyorlar, kurbanlarını inceleyerek banshee tarafından yapıldığını anlamak mümkün mü, yok etmenin yolları nelerdir, gibi detaylar gerekli.
Yardımlarınızı bekliyorum.
Nasıl meydana geliyorlar, kime veya neye hizmet ediyorlar, geçtikleri ve bulundukları yerlerde ne tür izler bırakıyorlar, kurbanlarını inceleyerek banshee tarafından yapıldığını anlamak mümkün mü, yok etmenin yolları nelerdir, gibi detaylar gerekli.
Yardımlarınızı bekliyorum.
Boşuna mutluluğu aramayın, ancak acılarınızı azaltabilirsiniz.
bansheenin benim en aklımda kalan tanımı "kocalarına sadakatsiz kadınların ruhları" şeklinde. ama her bi banshee -bence- bi lich gibi bi vampir gibi uniquedir ve kendi hikayesi olsa iyi olur. Bansheenin esas olayı çığlığıdır (wil of banshee - böyle bi arcane büyü de var biliyosunuz). bu çığlığa karşı fort save gerekir -ki Wulfgar savei tutturmuştu hatırlıyosanız- yoksa direk ölüm! Bu çığlıktan korunmak için çığlığı duymama (kulağı tıkama, deafness büyüsü gibi) en basit çözümken death ward gibi daha yüksek seviyeli koruma önlemleri de almak mümkündür. melee konusunda pk başarılı diildir ama incorporeal bi monter olduğundan mütevellit büyülü silah gerektirmektedir. şimdilik bu kadar.
War, war never changes...
kitaptan da bilgisini buldum. inşalah işine yarar
BANSHEE
Medium-Size Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+3 Dex, +4 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, wail
Special Qualities: Detect living, immunities, incorporeal, SR 20, turn
resistance +4, undead, unnatural aura, vulnerability, darkvision 60 ft
Saves: Fort +2, Ref +5, Will +8
Abilities: Str ", Dex 17, Con ", Int 16, Wis 16, Cha 18
Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search
+12, Sense Motive +11, Spot +15
Feats: Ability Focus (wail), Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium-size)
The banshee is the undead spirit of an evil female elf. Banshees hate the
living and seek to destroy whomever they meet.
A banshee appears much as she did in life, though her form is now
translucent. Her hair is unkempt and her eyes burn with a fiery hatred
like none have ever seen.
COMBAT
A banshee"s primary attack is her wail. If a creature survives the wailing
attack, the banshee will retreat to her lair. She will return the next night
until all creatures are dead or have left her territory. The banshee will not
attack creatures that are powerful enough to withstand her wail. Lesser
creatures will be dispersed via the wail or her claw attack.
Fear Aura (Su): Anyone viewing a banshee must make a Will save
(DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is
successful, the creature is immune to the fear aura of that banshee for
one day.
Wail (Su): 1/day at night only; 30-foot radius; Will save (DC 17) or die.
Detect Living (Su): The banshee can sense all living creatures up to 5
miles away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of a banshee at a distance of 30 feet. They will
not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Immunities: Banshees are immune to cold and electricity-based
attacks.
Vulnerability (Ex): Holy water deals 2d4 points of damage per vial to
a banshee. A dispel evil deals 1d6 points of damage per caster level
(maximum 10d6).
BANSHEE
Medium-Size Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+3 Dex, +4 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, wail
Special Qualities: Detect living, immunities, incorporeal, SR 20, turn
resistance +4, undead, unnatural aura, vulnerability, darkvision 60 ft
Saves: Fort +2, Ref +5, Will +8
Abilities: Str ", Dex 17, Con ", Int 16, Wis 16, Cha 18
Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search
+12, Sense Motive +11, Spot +15
Feats: Ability Focus (wail), Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium-size)
The banshee is the undead spirit of an evil female elf. Banshees hate the
living and seek to destroy whomever they meet.
A banshee appears much as she did in life, though her form is now
translucent. Her hair is unkempt and her eyes burn with a fiery hatred
like none have ever seen.
COMBAT
A banshee"s primary attack is her wail. If a creature survives the wailing
attack, the banshee will retreat to her lair. She will return the next night
until all creatures are dead or have left her territory. The banshee will not
attack creatures that are powerful enough to withstand her wail. Lesser
creatures will be dispersed via the wail or her claw attack.
Fear Aura (Su): Anyone viewing a banshee must make a Will save
(DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is
successful, the creature is immune to the fear aura of that banshee for
one day.
Wail (Su): 1/day at night only; 30-foot radius; Will save (DC 17) or die.
Detect Living (Su): The banshee can sense all living creatures up to 5
miles away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of a banshee at a distance of 30 feet. They will
not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Immunities: Banshees are immune to cold and electricity-based
attacks.
Vulnerability (Ex): Holy water deals 2d4 points of damage per vial to
a banshee. A dispel evil deals 1d6 points of damage per caster level
(maximum 10d6).
War, war never changes...
ama sadece kadın deil... elf kadın olması gerekiyor........ ayrıca sedece sadakatsiz deil...intikam ateşi ile yanması yada çok ani farkında olmadan ölmesi de yeterli...
gerçi bu yukardaki official açıklamadada yazıo ama belirtmeden geçemedim....
gerçi bu yukardaki official açıklamadada yazıo ama belirtmeden geçemedim....
Sonsuz gücü elinde tutanın içindeki boşluktan daha büyük ne olabilir?
Tanrıların getirdiği çaresizliğe tanık olun...
Tanrıların getirdiği çaresizliğe tanık olun...
Buz yeli vadisi üçlemesinde Drizzt'le Wulfgar'ın önüne bir tane çıkıyordu. Ama oradaki banshee MM dekinden biraz farklıydı. Ağzına toz atılarak büyü yapması engelleniyordu ve incorporeal değil corporealdi.
Göz alıcı tepenin yerinde artık binalar yükseliyor. Büyük, ulu; ama büyüleyici mi? Sislerin ardından ışığı daha net görürdüm, şimdi, kalabalığın içinde, koca bir boşluktayım.
Eskisi ka
Eskisi ka
Offical bilgi böyle diyo. burock, sen hangi kaynaktan buldun acaba??Monster Manual II wrote:BANSHEE
Medium-Size Undead (Incorporeal)
Hit Dice: 26d12 (169 hp)
Initiative: +7
Speed: Fly 80 ft. (good)
AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Attacks: Incorporeal touch +16 melee
Damage: Incorporeal touch 1d8/19-20 plus 1d4 Charisma drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charisma drain, horrific appearance, wail Special Qualities: Detect living, incorporeal subtype, SR 28, stunt plants, undead traits
Saves: Fort +8, Ref +11, Will +19
Abilities: Str", Dex 17. Con", lnt16,Wis 15, Cha 17
Skills: Balance +5, Hide +13, Intuit Direction +7, Jump +2, Listen +24, Scry +13, Search +23, Spot +24, Tumble +16
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Critical (incorporeal touch), Improved Initiative, Iron Will, Mobility, Spring Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or brood (3- 4)
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 27-52 HD (Medium-size)
A banshee is the spirit of a strong-willed, selfish individual of a humanoid race. Because of its rage at the loss of its own life, it delights in bringing death to any living creature it encounters.
This creature appears as a translucent image of the form it held in life. With the passage of time, the banshees image tends to become blurred and indistinct, though the creature remains recognizable as a humanoid.
The very presence of a banshee creates a pall over the landscape. Its ability to stunt the growth of plants combined with its deadly wail eventually reduces the surrounding territory to blasted heath and wasteland. Largely for this reason, many cultures consider a sudden blight upon (he land to be an omen of death
A banshee speaks the languages that it knew in life.
COMBAT
Banshees hate all living things with an unholy fury, and they readily attack anyone foolish enough to trespasses within their territories. A banshee typically uses its horrific appearance to drive off less powerful foes, then employs its howling wail one or more times to damage any who remain. Finally, it finishes off the intruders with its Charisma drain in melee. If overmatched, the creature flees into the earth, usually to a gravelike lair that it maintains beneath the surface.
Charisma Drain (Su): An individual struck by a banshee must make a Fortitude save (DC 26) or permanently lose 1d4 points of Charisma (or 2d4 points on a critical hit). The banshee heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Horrific Appearance (Su): Any living creature within 60 feet that views a banshee must make a successful Fortitude save (DC 26) or permanently lose 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of Constitution. A creature that successfully saves against this effect cannot be affected by the same banshee's horrific appearance for 24 hours.
Wail (Su): During the night, a banshee can loose a deadly wail. This attack can slay up to eighteen living creatures within a 30-foot spread centered on the banshee, or within a 60-foot cone expending from the banshee, at the creature's option. A successful Fortitude save (DC 26) negates the effect. Once a banshee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day.
Detect Living (Sp): This ability functions like the commune with nature spell, except that it delects only living creatures and the range is one-half mile. The banshee can use delect living up to three times per day.
Incorporeal Subtype: A banshee can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The crea ture has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A banshee can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A banshee always moves silently and cannot be heard with Listen checks if it doesn't wish to be. Stunt Plants (Su): Once per day, a banshee can stunt all normal plants within a one-half mile radius. This ability otherwise functions like the stunt version of a diminish plants spell (caster level 18th).
Undead Traits: A banshee is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A banshee cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
"Lovefull Evil"
Mesajıma yezdığım ve burock tarafından da tekrarladığı üzere MM2 den alıntı yaptım.pyros wrote:bunu ghostwalk'tan mı
yoksa monster manuallerin birinden mi buldunuz?
Ghostwalk da o tarz şeyler yok, sadece 5-10 yeni monster var. Ã?ünkü ghostwalk bi kaynak kitap değildir. Kandileri ravenloft tadında ama düzenin daha fazla hakim olduğu garip bi setting olurlar. İlginç bir kitap olsa da gereksizdir, alınmaması önerilir...
"Lovefull Evil"
Sen isticen de biz veriyecek miyiz bilgiyi??
şimdi banshee'lerin -benim bildiğime göre- ilk ortaya çıktıkları zaman Lord Soth bir grup (13'tü galba) bakire elfin palanthas'a gelmesiyle başlıyor.. Bunları Soth bi de sadık şövalyeleri toplam 12 tane ogrelerin saldırılarından koruyolar.. Sonra bunlara hayran oluyo tabi bu elfler sonra da bilirsiniz işte hepsi eşleşip, -yanlış hatırlamıyosam- ilişkiye giriyolar...
Sonra da bu yaptıları şeyden dolayı lanetlenip- banshee oluyolaaaaaaar. Bu kadaar... Ha bi de unutmadan her akşam Vingaard'a Soth'un başının eti (
) yiyolar...
şimdi banshee'lerin -benim bildiğime göre- ilk ortaya çıktıkları zaman Lord Soth bir grup (13'tü galba) bakire elfin palanthas'a gelmesiyle başlıyor.. Bunları Soth bi de sadık şövalyeleri toplam 12 tane ogrelerin saldırılarından koruyolar.. Sonra bunlara hayran oluyo tabi bu elfler sonra da bilirsiniz işte hepsi eşleşip, -yanlış hatırlamıyosam- ilişkiye giriyolar...
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