Banshee
Medium-sized Undead
Hit Dice: 7d12 (45 hp’s)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40ft
Armor Class: 14 (+1 Dex, +3 Deflection bonus)
Attacks: Touch +4
Damage: Touch 1d8+1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Death Wail
Special Qualities: Damage Reduction 5/ +1, SR 10, Undead, Fear, Dark Vision (60ft), Incorporeal
Saves: Fort +2, Ref +3, Will +8
Abilities: Str -, Dex 13, Con -, Int 15, Wis 13, Chr 16
Skills: Hide +9, Intimidate +12, Listen +13, Move Silently +9, Scry +10, Search +14, Spot +9
Feats: Alertness, Dodge, Improved Initiative, Iron Will
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement Range: 7 HD (Medium)

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Banshees can sense any living creature within fie miles.  If the creature stay within that five mile radius, they are attacked at dark.  A banshee opens the attack with her Death Wail, if anyone successfully saves, the banshee flees back to her lair.  Thereafter, she returns each night until either her prey or she is slain.  However, if the threat is deemed less threatening (like any beasts or animals or non-adventurers) they are attacked with the banshee’s touch.  

Death Wail: Any creature within 30 feet of the banshee when she keens must roll a Will save (DC 25).  Those that fail, die with their faces contorted into a rictus of fear.  Those that save are left alone until the next night.  Banshees can wail only once a day, and then only at night.

Fear: Anyone that sees a banshee must pass a Will save (DC 20) or becomes frightened as if affected by a fear spell.

Undead: Banshees are undead.  They are immune to anything calling for a Fort save, sleep, mind-influencing effects, paralysis, stunning, disease, death effects, and necromantic effects.  They are not subject to critical hits, subdual damage, energy drain, ability damage, or ability drain.  They are also not subject to death from massive damage, but are instantly slain when reduced to 0 hit points or lower.  Banshees cannot be raised. Resurrection can affect them, but banshees have no desire to return to life, so such attempts usually fail.  Banshees are instantly slain if dispel evil is cast on them.  Holy water causes 2d4 damage if splashed on a banshee.

Incorporeal: Cannot be harmed by nonmagical attacks.  Even magical attacks have a 50% chance of being ignored if made by a coporeal source (except for attacks of force like magic missile or attacks made with ghost touch weapons).  Banshees can pass through non-force objects at will.  Its attacks ignore natural armor, armor, and shields though deflection bonuses and force effects (like mage armor) work normally.  Banshees move silently and cannot be heard by a Listen check unless they wish to be.  

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.