Terrifying visage. It can take an action to reveal it's self causing all creatures that can see it must roll a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. DC 18
Tree shape. until it moves it looks like a normal tree. PCs can detect it by making a DC 19 arcana or nature check.
Feads on fear. regains 5 hp per turn per creatures in 120 feet that are frightened.
Multi Attack. It can make one Branch Whip attacks and one Bite attack or two Eyes of terror attacks
Branch Whip. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: 14 (3d6 + 5) [Bludgeoning] damage. if the creature is Large or smaller, it can pull the creature up to 10 feet closer to you.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 19 (3d8 + 7) [piercing] damage.
Eyes of Terror. RangedWeapon Attack: DC 18 wisdom save, range 60/120 ft., 1 target. Hit: 6 (1d6 + 3) [psychic] damage. If they fail they are frightened of the echo.
Description
It looks like a old and knotted tree until it reveals it's milky white eyes and gaping maw. It's branches whip out dragging creatures into it and those that have seen into it's eyes speak of terror beyond anything seen before. It's been rumored that witches made them to defend their territories
Lair and Lair Actions
As it grows the forest around it become hostile and dangerous. thick fog rolls in and people swear that voices of those lost call from within asking for them to join them
Lair Actions
On initiative count 10 (losing initiative ties), the Echo takes a lair action to cause one of the following effects; the Echo can’t use the same effect two rounds in a row:
- It make a tree look horrifying. All characters in 30 ft of the tree must make a DC 15 wisdom save or be frightened.
- Fog condensates. It makes a 20 feet circle heavily obscured
Regional Effects
The region containing a Echo's lair is changed by the foul magic it has, which creates one or more of the following effects:
- Thick fog makes the area lightly obscured
- the under brush threatens to over grow paths. It takes twice as long to travel in it's region
- When traveling in it's area people can the victims that the Echo killed in the last 24 hours inviting them to walk toward the Echo
If the Echo dies, these effects fade over the course of 1d4 days.
Comments