Mimicry: The echo can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a DC 14 wisdom insight check
Consume Life: As a bonus action the echo can target one creature within 5 feet of it that has zero hit points and is still alive. That creature makes a DC Con save or die, the echo regains 10 hit points
Incorporeal Movement: The Echo can move through other creatures or objects as if they were difficult terrain. It takes 5 force damage if it ends it's turn inside am object.
Faint Form. While motionless, it has advantage on stealth checks.
Ambusher: the echo has advantage on attack rolls against any creature it has surprise on.
Piercing Scream.
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., # target. Hit: # (1d6 +3) [thunder] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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