Howling Banshees

From: Maelstroms Embrace

Lore: In the depths of The Maelstrom’s Embrace, the ethereal Howling Banshees linger, trapped in an eternal state of anguish and vengeance. Legends speak of a tragic event that unfolded within the dungeon, giving rise to these wailing spirits. It is said that they were once souls of powerful sorceresses, who, in their mortal lives, suffered great injustice and untimely deaths. Their souls became bound to the chaos master’s realm, forever cursed to haunt the darkness.

The Howling Banshees embody a paradoxical existence, possessing an otherworldly beauty that belies their malevolent nature. They are spectral beings, their forms translucent and ephemeral, adorned with tattered garments that flow like mist. Their haunting cries reverberate through the dungeon, freezing the hearts of adventurers and rendering them vulnerable to the spirits’ icy touch.

Use: The Howling Banshees serve as both guardians and avengers within The Maelstrom’s Embrace. Their purpose is to torment and exact vengeance upon those who dare trespass upon the chaotic realm. Adventurers who encounter these vengeful spirits must not only overcome their paralyzing cries but also withstand their draining touch, which saps the life force from their victims.

Attributes:

  • Level: 1

Stats:

  • Health: 10
  • Strength: 8
  • Dexterity: 14
  • Intelligence: 12
  • Wisdom: 10

Skills:

  • Wailing Cry: The Howling Banshees emit bone-chilling wails that pierce the very soul of their targets. The cry freezes adventurers in their tracks, leaving them vulnerable to subsequent attacks or effects.
  • Icy Touch: The Banshees’ touch is icy cold, draining the life force and vitality of those unfortunate enough to be within their reach. This touch weakens their victims, reducing their physical and magical capabilities.
  • Ethereal Form: As spectral entities, Howling Banshees possess the ability to phase through solid objects. This allows them to move effortlessly through barriers, making them difficult to pin down or trap.

Preparation — To face the Howling Banshees and stand a chance against their vengeful onslaught, adventurers should consider the following preparations:

  • Mental Fortitude: The Howling Banshees’ wailing cries have a paralyzing effect. Adventurers should focus on strengthening their mental resilience, utilizing spells or enchantments that bolster their willpower or provide resistance against fear-based effects.
  • Elemental Resistance: Given the icy touch of the Banshees, it is advisable to prepare with protective measures against cold-based attacks. Equipping armor or accessories with frost resistance or employing spells that provide temporary immunity or mitigation against cold damage can prove invaluable.
  • Magical Offense: Howling Banshees possess ethereal forms, making them resistant to conventional physical attacks. Adventurers should prioritize magical or elemental attacks that can bypass their spectral nature and inflict damage more effectively.

Cost: The cost of facing the Howling Banshees lies in the danger they present, and the resources required to prepare adequately. Adventurers must be ready to endure the draining effects of their icy touch and withstand their paralyzing cries. The potential rewards may include experience points, ethereal remnants or essences left behind by the spirits, or enchanted artifacts associated with their tragic past.

Process: When adventurers venture deeper into The Maelstrom’s Embrace, the Howling Banshees await them in the darker recesses of the dungeon. They appear as apparitions, haunting the corridors and chambers with their mournful cries. The battle against the Banshees begins as adventurers resist their paralyzing effects, maneuvering to strike while evading their icy touch and retaliating with magical or elemental attacks.

Tags: Vengeful Spirits, Ethereal Beauty, Paralyzing Cries, Icy Touch, Spectral Existence, Dungeon Hauntings, Tragic Past

Where and How to Fight Howling Banshees:

  • The encounter with Howling Banshees takes place in the deeper recesses of The Maelstrom’s Embrace, a labyrinthine and chaotic dungeon. The environment in which they are fought is characterized by a haunting atmosphere, with dimly lit corridors, swirling mists, and an eerie silence broken only by the mournful wails of the Banshees.
  • Engaging the Howling Banshees requires a combination of mental fortitude, agility, and strategic planning. Their paralyzing cries have the potential to render adventurers immobile, leaving them vulnerable to the Banshees’ icy touch. Surviving the encounter involves withstanding the draining effects of their touch while launching precise and potent attacks that can overcome their spectral form.

Environment — The dungeon environment where the Howling Banshees are encountered features:

  • Dimly Lit Corridors: The passages leading to the Banshees’ domain are shrouded in darkness, illuminated only by faint, flickering lights. Shadows dance along the walls, heightening the sense of unease and mystery.
  • Swirling Mists: An ethereal mist envelops the area, obscuring visibility and creating an eerie atmosphere. The Banshees seem to materialize from within this mist, adding to their supernatural presence.
  • Haunting Cries: The air is filled with the haunting wails of the Banshees, their mournful voices echoing through the corridors. The cries have a paralyzing effect, causing fear and immobilizing those who hear them.

End Results and Usage — The outcome of the battle against the Howling Banshees can yield various results and rewards:

  • Experience and Progression: Overcoming the challenge posed by the Banshees grants adventurers valuable skill points, allowing them to progress and develop new skills. Leveling up enables characters to become stronger and better equipped for future encounters.
  • Ethereal Remnants: Defeating the Banshees may leave behind ethereal remnants or essences, which hold residual traces of their spectral nature. These remnants can be used for various purposes, such as crafting enchanted items, enhancing magical spells, or imbuing weapons with ethereal properties.
  • Lore and Tragic Artifacts: The encounter with the Howling Banshees may uncover pieces of their tragic past, shedding light on the events that bound them to The Maelstrom’s Embrace. This lore can be valuable to scholars, historians, or those seeking to understand the nature of chaos and the consequences of vengeful spirits.
  • Trinkets of Power: Occasionally, the Banshees may possess or guard powerful artifacts that were once theirs in their mortal lives. These items could possess unique properties or abilities related to their haunting cries, icy touch, or spectral nature. Adventurers can claim these artifacts as spoils of victory, using them to bolster their own abilities or as bargaining chips in the wider world.

The end results obtained from the battle with Howling Banshees can be used to enhance adventurers’ capabilities, uncover deeper lore, craft enchanted items, or gain unique artifacts. They serve as both a means of personal growth and as potential keys to unraveling the secrets of The Maelstrom’s Embrace and the world of Saṃsāra.

Perception of Howling Banshees from Maelstrom’s Embrace

  • Sight
    • Perception:
      • Description: The Howling Banshees appear as ethereal, translucent figures adorned in tattered, mist-like garments. Their forms are spectral, flickering in and out of visibility with an otherworldly glow.
      • Positives: Their haunting beauty is mesmerizing, with their flowing garments creating a ghostly dance in the dim light. They have an unearthly grace that captivates the observer.
      • Negatives: The flickering, semi-transparent appearance can be disorienting. Their sudden materialization can be startling, inducing fear and apprehension.
  • Sound
    • Perception:
      • Description: The air is filled with their bone-chilling wails, echoing through the dungeon corridors. The cries are mournful and piercing, resonating with a supernatural intensity.
      • Positives: The wails serve as a warning, alerting adventurers to their presence before they come into visual range. This can provide a crucial moment to prepare for the encounter.
      • Negatives: The cries have a paralyzing effect, freezing those who hear them in terror. The continuous wailing can disorient and demoralize adventurers, making it difficult to focus and strategize.
  • Smell
    • Perception:
      • Description: The environment around the Banshees is filled with a cold, damp scent, reminiscent of a foggy graveyard or damp earth.
      • Positives: The distinctive smell can help adventurers identify their presence even when they are not visible, allowing for cautious advancement.
      • Negatives: The musty, cold odor can be overwhelming and unsettling, adding to the oppressive atmosphere of the dungeon.
  • Touch
    • Perception:
      • Description: The air around the Banshees is unnaturally cold, causing a chilling sensation that penetrates through armor and clothing. Their icy touch drains the warmth and vitality from those they come into contact with.
      • Positives: The cold can act as a physical alert, warning adventurers of their proximity and giving them a chance to react.
      • Negatives: Prolonged exposure to their icy aura can numb the senses and weaken physical and magical capabilities, making it harder to fight back or defend oneself.
  • Taste
    • Perception:
      • Description: The chilling atmosphere leaves a metallic tang in the mouth, similar to the taste of fear and adrenaline.
      • Positives: The taste can heighten awareness and readiness, keeping adventurers on high alert.
      • Negatives: The persistent metallic taste can be distracting and nauseating, potentially affecting concentration and focus.
  • Extra-Sensory Perceptions
    • Sixth Sense (Intuition)
      • Perception:
        • Description: Adventurers may experience a sense of foreboding and dread, an intuitive feeling that something malevolent is nearby. This sense often manifests as a chill down the spine or an uneasy feeling in the pit of the stomach.
        • Positives: Heightened intuition can provide an early warning, allowing for quicker reactions and preparation for combat.
        • Negatives: The constant sense of dread can be mentally exhausting and may cause hesitation or panic in crucial moments.
    • Magical Aura Perception
      • Perception:
        • Description: Those attuned to magic can perceive a dense, negative magical pressure emanating from the Banshees. The aura is dark and oppressive, with tendrils of malevolent energy that seem to reach out and grasp at the surroundings.
        • Positives: The ability to sense their magical aura can help adventurers locate the Banshees even through walls or barriers, giving a tactical advantage.
        • Negatives: The oppressive magical pressure can drain the resolve and magical energy of those who sense it, weakening their spells and diminishing their effectiveness in combat.
    • Emotional Resonance
      • Perception:
        • Description: The Howling Banshees radiate intense emotions of sorrow, anger, and vengeance. These emotions can be felt by sensitive individuals, creating a powerful empathic connection.
        • Positives: Understanding the Banshees’ emotions can provide insights into their actions and potential weaknesses, aiding in devising strategies to combat them.
        • Negatives: The overwhelming emotional resonance can be debilitating, causing adventurers to experience intense sadness, fear, or rage, which can cloud judgment and impair decision-making.

Encountering Howling Banshees is a multi-sensory ordeal that tests the mental, physical, and magical resilience of adventurers. The combination of their haunting appearance, paralyzing cries, chilling touch, and oppressive aura creates a formidable challenge that requires careful preparation and strategic thinking to overcome.

Lament of the Howling Banshees

Once upon a time, in the days of yore, within the abyssal depths of The Maelstrom’s Embrace, dwelt spirits known as the Howling Banshees. These beings, ethereal and sorrowful, were the remnants of powerful sorceresses who suffered great injustice and met untimely demises. The tale of their sorrow and vengeance is told thus:

Long ago, in an age when magic was both feared and revered, there existed a coven of sorceresses who wielded great power. These sorceresses were wise and beautiful, with knowledge of spells and charms that could heal the sick, call forth the rains, and even bend the winds to their will. They were beloved by the people, who came from far and wide to seek their counsel and aid.

Yet, envy and fear grew in the hearts of those who did not understand their power. Whispered rumors of dark magic and sinister intentions spread through the land, fueled by jealousy and ignorance. The king, swayed by these malicious tales, decreed that the sorceresses must be put to death to protect the realm from their supposed malevolence.

On a cold, moonless night, the king’s soldiers stormed the coven’s sanctuary. The sorceresses, taken by surprise, were powerless to defend themselves. They were bound and brought before the king, who condemned them without trial. As the flames consumed them, their anguished cries echoed through the night, a curse upon those who had wronged them.

The souls of the sorceresses, filled with sorrow and rage, did not find peace. Instead, they were drawn into the chaos of The Maelstrom’s Embrace, where they were transformed into the Howling Banshees. Bound to the dungeon’s dark corridors, they became spectral guardians and avengers, forever haunting the shadows.

It is said that their wails are a lament for their lost lives and a cry for vengeance against those who dare to trespass upon their domain. The Howling Banshees are both a warning and a curse, their icy touch a reminder of the injustice they suffered. They wander the labyrinthine halls, their translucent forms drifting like mist, ever seeking to exact their retribution on the living.

The tale of the Howling Banshees has been passed down through the generations, a warning to all who would wield power without understanding, and a reminder of the consequences of envy and fear.

Moral of the Story: Beware the seeds of envy and fear, for they may bear the fruit of sorrow and vengeance beyond the grave.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Howling Banshee

  • Description: The Howling Banshees are spectral entities bound to the dungeon of The Maelstrom’s Embrace. Their wails can paralyze with fear, and their icy touch drains life.
  • Characteristics:
    • STR: 10
    • CON: 10
    • SIZ: 10
    • DEX: 14
    • APP: 8
    • INT: 12
    • POW: 15
    • Hit Points: 10
    • Sanity Loss: 1D6/1D20
  • Attacks:
    • Wailing Cry: 75%, see below
    • Icy Touch: 50%, 1D4 + special
  • Skills:
    • Dodge: 70%
    • Stealth: 80%
    • Intimidate: 75%
  • Special Abilities:
    • Wailing Cry: The banshee’s wail forces a Sanity roll. Failure results in 1D6 SAN loss and a POW vs. POW roll. Failure on the POW roll paralyzes the victim for 1D4 rounds.
    • Icy Touch: The touch deals 1D4 damage and drains 1D3 points of STR. Lost STR returns at a rate of 1 point per hour.
    • Ethereal Form: The banshee can pass through solid objects.

Blades in the Dark

Howling Banshee

  • Description: Haunting spirits trapped in The Maelstrom’s Embrace, driven by vengeance and sorrow.
  • Faction Status: 4
  • Quality: 2
  • Cohort:
    • Type: Adepts (Spectral)
    • Edge: Terrifying
    • Flaw: Unstable
  • Harm:
    • Wailing Cry: Tier +1 (causes terror, freezes in place)
    • Icy Touch: Tier (drains life energy, weakens target)
  • Special Abilities:
    • Wailing Cry: Roll the Banshee’s Quality. On a 4/5, the target is paralyzed with fear for a few moments. On a 6, the target is paralyzed and takes Level 2 Harm (“Frozen with Terror”).
    • Icy Touch: Roll the Banshee’s Quality. On a 4/5, inflict Level 2 Harm (“Drained Vitality”). On a 6, inflict Level 3 Harm (“Life Drain”).
    • Ethereal Form: Can pass through solid objects and is resistant to physical harm (requires special items or methods to harm).

Dungeons & Dragons (5th Edition)

Howling Banshee

  • Medium undead, chaotic evil
  • Armor Class: 13
  • Hit Points: 45 (10d8)
  • Speed: 0 ft., fly 40 ft. (hover)
  • STR: 10 (+0)
  • DEX: 16 (+3)
  • CON: 10 (+0)
  • INT: 12 (+1)
  • WIS: 10 (+0)
  • CHA: 8 (-1)
  • Saving Throws: DEX +5, WIS +2
  • Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities: Cold, Necrotic, Poison
  • Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Common, Elvish
  • Challenge: 4 (1,100 XP)
  • Actions:
    • Wailing Cry (Recharge 6): Each creature within 30 feet that can hear the banshee must succeed on a DC 13 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Icy Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage and the target must succeed on a DC 13 Constitution saving throw or have its Strength score reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
    • Ethereal Form: The banshee can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Knave

Howling Banshee

  • Description:
  • Spectral beings trapped in a dungeon, driven by sorrow and vengeance.
  • Health: 10
  • Armor: 2
  • Abilities:
    • Strength: +0
    • Dexterity: +2
    • Constitution: +0
    • Intelligence: +1
    • Wisdom: +0
    • Charisma: -1
  • Special Abilities:
    • Wailing Cry: All within earshot must save vs. Fear or be paralyzed for 1d4 rounds.
    • Icy Touch: If touched, save vs. STR or lose 1d3 points of STR temporarily. STR returns after 1 hour.
    • Ethereal Form: Can pass through solid objects and is immune to non-magical attacks.
  • Equipment:
    • None (spectral)
  • Encounter:
    • Typically found in the depths of dark dungeons, haunting corridors with their wails. They are both guardians and avengers, ensuring no living being can disturb their rest.

Fate Core

Howling Banshee

  • Description: Ethereal spirits bound to a dungeon, seeking vengeance for their unjust deaths.
  • Aspects:
    • High Concept: Vengeful Spectral Sorceresses
    • Trouble: Bound by Tragedy
    • Aspect: Haunting Beauty
    • Aspect: Paralyzing Wail
    • Aspect: Icy Touch
  • Skills:
    • Great (+4): Will
    • Good (+3): Notice, Stealth
    • Fair (+2): Athletics, Intimidation
    • Average (+1): Lore, Empathy
  • Stunts:
    • Wailing Cry: Once per scene, the banshee can unleash a terrifying wail. All who hear it must succeed on a Will roll against +4 or be paralyzed with fear for one round.
    • Icy Touch: The banshee’s touch can drain life force. Once per encounter, she can attack with her Icy Touch, causing a consequence related to cold or weakness.
    • Ethereal Form: The banshee can phase through solid objects, making it difficult for physical attacks to affect her. She gains +2 to Defense rolls against physical attacks.
  • Stress Tracks:
    • Physical: 3 boxes
    • Mental: 4 boxes
  • Consequences:
    • Mild: Chilled to the Bone
    • Moderate: Drained of Strength
    • Severe: Paralyzed with Fear

Numenera & Cypher System

Howling Banshee

  • Level: 4 (12)
  • Motive: Vengeance, guardianship
  • Health: 12
  • Damage Inflicted: 4 (cold damage)
  • Armor: 2
  • Movement: Short
  • Modifications: Intimidation as level 6
  • Combat:
    • Wailing Cry: Once per encounter, all within long range must make an Intellect defense roll (difficulty 4) or be paralyzed with fear for 1 round.
    • Icy Touch: If the banshee touches a character, they must make a Might defense roll (difficulty 4) or take 4 points of cold damage and lose 2 points of Might pool until they rest.
    • Ethereal Form: The banshee can phase through solid objects, making her immune to non-magical physical attacks.
    • Interaction: The Howling Banshees are driven by sorrow and vengeance. They are likely to attack trespassers unless appeased or convinced of a shared goal.
  • Use: Howling Banshees are perfect for guarding ancient ruins or cursed dungeons, presenting both a combat and a psychological challenge to adventurers.

Pathfinder (2nd Edition)

Howling Banshee

  • Ethereal Undead, Chaotic Evil
  • Perception: +12; darkvision
  • Languages: Common, Elvish
  • Skills:
    • Intimidate: +15
    • Stealth: +16
  • AC: 20
  • HP: 60
  • Fort: +8
  • Ref: +10
  • Will: +14
  • Speed: Fly 40 ft. (hover)
  • Melee: Icy Touch +14 (1d6 cold damage plus 1d4 Strength drain)
  • Special Abilities:
    • Wailing Cry (Divine, Sonic, Emotion, Fear): Once per hour, the banshee can emit a terrifying wail. All creatures within 30 feet must make a DC 22 Will save. On a failure, they are paralyzed for 1d4 rounds. On a success, they are frightened 2.
    • Ethereal Form: The banshee can move through solid objects and gains resistance 10 to all physical damage (except magical and force).
  • Defense Abilities:
    • Rejuvenation: When a Howling Banshee is destroyed, it returns in 2d4 days unless its remains are blessed or destroyed with holy water.

Savage Worlds (Adventure Edition)

Howling Banshee

  • Attributes:
    • Agility: d8
    • Smarts: d8
    • Spirit: d12
    • Strength: d6
    • Vigor: d8
  • Skills:
    • Fighting: d8
    • Intimidation: d12
    • Notice: d10
    • Stealth: d10
  • Pace: 6; Parry: 6; Toughness: 8 (2)
  • Special Abilities:
    • Wailing Cry: The banshee can emit a horrifying wail once per encounter. All characters within a Large Burst Template must make a Fear check at -2.
    • Icy Touch: The banshee’s touch inflicts 2d6 cold damage and causes the victim to make a Vigor roll at -2 or suffer a level of Fatigue.
    • Ethereal Form: The banshee can move through solid objects and has the Incorporeal ability, making her immune to non-magical attacks.
  • Edges:
    • Terrifying Presence: Characters must make a Fear check when they first see the banshee.
  • Hindrances:
    • Bound to the Dungeon: The banshee cannot leave the area of The Maelstrom’s Embrace.

Shadowrun (6th Edition)

Howling Banshee

  • Attributes:
    • Body: 4
    • Agility: 5
    • Reaction: 5
    • Strength: 3
    • Willpower: 6
    • Logic: 3
    • Intuition: 5
    • Charisma: 2
    • Edge: 4
    • Essence: 6
    • Initiative: 10 + 1D6
    • Movement: 6/12 (Hover)
    • Condition Monitor (P/S): 10/10
    • Armor: 4 (Ethereal Resistance)
  • Skills:
    • Intimidation: 8
    • Perception: 7
    • Stealth: 8
  • Powers:
    • Wailing Cry: The Banshee can emit a terrifying wail that affects all within a 10-meter radius. Targets must make a Willpower + Logic (4) test or be paralyzed with fear for 1 Combat Turn.
    • Icy Touch: The Banshee’s touch deals 6P damage and reduces the target’s Initiative by 1d6. This effect lasts until the end of the next Combat Turn.
    • Ethereal Form: The Banshee can phase through solid objects and is immune to physical attacks unless they are magical or use silver ammunition.
  • Weaknesses:
    • Banishing: Banshees are vulnerable to Banishing rituals. Any Banishing test against them gains a +2 dice pool bonus.

Starfinder

Howling Banshee

  • CR: 5
  • XP: 1,600
  • Ethereal Undead
  • Initiative: +7
  • Senses: Darkvision 60 ft., low-light vision; Perception +12
  • Defense:
    • EAC: 18
    • KAC: 19
    • Fort: +3
    • Ref: +7
    • Will: +10
    • HP: 60
    • Immunities: Cold, undead immunities
  • Offense:
    • Speed: Fly 40 ft. (perfect)
    • Melee: Icy Touch +12 (2d6+5 C & 1d4 Str damage)
    • Special Attacks: Wailing Cry (DC 16), Icy Touch
  • Statistics:
    • STR: +1
    • DEX: +5
    • CON: —
    • INT: +1
    • WIS: +2
    • CHA: -1
  • Skills: Intimidate +15, Stealth +17, Acrobatics +15
  • Feats: Improved Initiative
  • Languages: Common, Elvish
  • Special Abilities:
    • Wailing Cry: As a standard action, the banshee can emit a terrifying wail. All creatures within a 30-foot radius must succeed at a DC 16 Will save or be paralyzed with fear for 1d4 rounds.
    • Icy Touch: The banshee’s touch deals 2d6 cold damage plus 1d4 Strength damage. A successful DC 16 Fortitude save negates the Strength damage.
    • Ethereal Form: The banshee can move through solid objects and is immune to non-magical physical attacks.

Traveller (Mongoose 2nd Edition)

Howling Banshee

  • Attributes:
    • Strength: 5
    • Dexterity: 7
    • Endurance: 6
    • Intelligence: 7
    • Education: 6
    • Social Standing: 5
  • Skills:
    • Athletics (Coordination): 2
    • Stealth: 3
    • Recon: 2
    • Melee (Natural): 3
  • Traits:
    • Wailing Cry: As an action, the banshee can emit a terrifying wail. All within Close range must make an END check (8+) or be paralyzed with fear for 1d3 rounds.
    • Icy Touch: Melee attack that deals 2d6 cold damage and drains 1d3 END from the target. Lost END returns at 1 point per hour.
    • Ethereal Form: The banshee can move through solid objects and is immune to non-magical attacks.
  • Equipment: None (Spectral)

Warhammer (Age of Sigmar/Warhammer Fantasy Roleplay)

Howling Banshee

  • M: 6
  • WS: 4
  • BS: —
  • S: 4
  • T: 3
  • W: 3
  • I: 5
  • A: 2
  • Ld: 8
  • Skills:
    • Intimidate: +20
    • Stealth: +30
  • Special Rules:
    • Wailing Cry: The banshee can emit a terrifying wail once per battle. All within 8” must pass a Leadership test or be paralyzed with fear until the end of their next turn.
    • Icy Touch: The banshee’s touch inflicts 1d6+2 cold damage and drains 1 Strength from the target. Lost Strength returns at the rate of 1 point per hour.
    • Ethereal Form: The banshee can move through solid objects and is immune to non-magical attacks, unless they are made with magical weapons or items containing silver.
  • Equipment: None (Spectral)