Medium Humanoid, Neutral
Armor Class 20 Natural Armor
Hit Points 125 (1d10)
Speed 40 ft.
STR
22 (+6)
DEX
17 (+3)
CON
22 (+6)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +9, CON +9, WIS +6
Damage Immunities Radiant
Senses Blindsight 10ft, Passive Perception 19
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Bio Magic. Depending on the ally cloned, gain a bio magic ability that can be activated once per turn.

Phase Shift (Reina only). Cause an attack or saving throw to miss on the echo.

Kinetic Rebound (Celeste only). Absorb up to 100 damage from an attack or saving throw, either regaining that number in hit points or redirecting it back to the attacker. This fails if the triggering damage is above 100 damage.

 

Actions

Broken Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 2d8 + 6 force damage.

Handcannon. Ranged Weapon Attack: +12 to hit, range 60 ft., 1 target. Hit: 1d12 + 6 bludgeoning damage.

Bonus Actions

Flurry of Blows. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 to 2 target. Hit: 1d12 + 2d6 + 6 radiant damage.

Description

You can use a bonus action to magically manifest up to two awakened echoes of an ally in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, purple image of said ally that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 20, 125 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as the ally, and it occupies its space. On your turn, you can mentally command the echo to move up to 40 feet in any direction (no action required). 

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2025 8:44:45 AM
2
1
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Coming Soon

Monster Tags: humanoid

Hammoo

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