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5ead/monsters/md/creature_codex/echo.md
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# Echo
*Medium* *Fiend* *chaotic evil*
- **Armor Class:** 15
- **Hit Points:** 102 (12d8+48)
- **Speed:** fly 20 ft. walk 30 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Creature Codex, page 84
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 20 (+5) | 18 (+4) | 14 (+2) | 18 (+4) | 16 (+3) |
- **Skills:** persuasion +6, stealth +8
- **Damage Immunities:** poison
- **Damage Resistances:** cold, fire, lightning
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60 ft., passive Perception 14
- **Languages:** Abyssal, Celestial
### Special Abilities
- **Aura of Cacophony:** The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.
### Actions
- **Iron Claws:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.
- **Everywhere at Once (Recharge 5-6):** The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.
- **Echoes of the Abyss (1/Day):** The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.