Vatta is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, + 8 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips: create bonfire, fire bolt, mage hand, prestidigitation
1st level (4 slots): burning hands, magic missile, shield
2nd level (3 slots): blur, misty step, scorching ray
3rd level (3 slots): fireball, thunder step, vampiric touch
4th level (3 slots): greater invisibility, incinerate dead
5th level (1 slot): desert spears, steel wind strike
Aura of Cold. Any non-undead creature that starts its turn within 5 feet of the banshee takes 2 1d4 cold damage. Battle Concentration. Vatta has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 1d10 force damage if she ends her turn inside an object. War Magic. When Vatta uses her action to cast a spell, she can make one melee attack as a bonus action.
Multiattack. The banshee makes two attacks; two reaping scythe attacks, or one reaping scythe and one icy wind attack. Reaping Scythe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 3d6+4 necrotic damage. A creature hit by this attack has its hit point maximum reduced by an amount equal to half the damage taken. Icy Wind. Ranged Spell Attack: +8 to hit. The banshee extends her hand, conjuring a blast of freezing air that hits every creature in a line 5ft. wide and 30ft. long. Each creature hit by this attack takes 7 2d6 cold damage and has its movement speed decreased by 10 feet until the start of the banshee's next turn. Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (Recharge 5-6). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 3d6 psychic damage.
Opportunity Spell. When a hostile creature's movement provokes an opportunity attack from Vatta, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.