>>96932906
>You seem bizarrely obsessed with hit dice
>banshee
the 2e banshee that works, converted to 3.5 you get a fine creature (in 3.5 it would be like a specter + banshee powers)
https://www.completecompendium.com/appendix/banshee/
and the abomination that begs for apocalypse from 3.5 MM2, i paste some of its stats
https://www.realmshelps.net/monsters/block/Banshee
Banshee (CR 17)
Initiative: +7 (Dex); Senses: darkvision (60-foot range), Listen +33, and Spot +33
Hit Dice: 26d12 (169 hp)
Base Attack +13; Grapple -
Attack: Incorporeal touch +16 melee
Full Attack: Incorporeal touch +16 melee
Damage: incorporeal touch 1d8/19-20 plus 1d4 Charisma drain
Special Attacks/Actions: Charisma drain, horrific appearance, wail
Abilities: Str -, Dex 17, Con -, Int 16, Wis 15, Cha 17
Special Qualities: Detect living, incorporeal subtype, SR 28, stunt plants, undead traits
Advancement: 27-52 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or brood (3-4)
Charisma Drain (Su): Fortitude save (DC 26) or permanently lose 1d4 points of Charisma (or 2d4 points on a critical hit).
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.
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 extending 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.
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).