Echo

Echo

Medium fiend, chaotic evil
  • Armor Class 15 (undefined)
  • Hit Points 102 (12d8+48)
  • Speed 30 ft., fly 20 ft.
  • STR
    20 (+5)
  • DEX
    20 (+5)
  • CON
    18 (+4)
  • INT
    14 (+2)
  • WIS
    18 (+4)
  • CHA
    16 (+3)
  • Skills Persuasion +6, Stealth +8
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Celestial
  • Challenge 6 (2,300 XP)
  • 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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.