Small Elemental, Unaligned
Armor Class 22 Natural Armor
Hit Points 106 (8d20 + 22)
Speed 70 ft., Fly 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
24 (+7)
INT
16 (+3)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +9, CON +11, WIS +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Bludgeoning from nonmagical attacks, Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Grappled, Poisoned, Unconscious
Senses Passive Perception 20
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Stand. Stands are creatures that are an extension of another creature's soul, as such, the Stand may only be up to 120ft away from it's user (the creature who the Stand is an extension of)

Soul Bond. Whenever the Stand takes damage, the User of the Stand also takes the same amount of damage and vice versa. If the Stand reaches 0 hit-points, the User is knocked unconscious, the stand Reforms once the wearer regains consciousness, if the User is knocked unconscious or killed, the stand disappears. Also, the User of the Stand can see and hear through the Stand if they are willing.

Dismiss. As an action, the User of this stand can dismiss it, causing it to disappear, alternatively, they can use an action to summon it if the Stand hasn't already been summoned

Gravity Manipulation. Whenever Echo Act 3 deals damage with an attack, the target must make a DC 18 Strength saving throw or be violently slammed into the ground by an invisible force, on a fail, the creature takes 1d10 + 5 Bludgeoning damage, and be knocked prone and paralyzed, on a success nothing happens, Inanimate objects automatically fail this saving throw

Actions

Multi-attack. Echo makes 2 Tail attacks and 3 Punch attacks

Punch. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 30 (3d12 + 10) [bludgeoning] damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft. Hit: 31 (4d6 + 12) [bludgeoning] damage + 11 (2d6+4) [psychic] damage

Bonus Actions

Weight of Words. As a Bonus Action, Echo can place the weight of words onto a creature or object, increasing their natural gravity for as long as Echo is concentrating on it, this can only effect 1 creature/object at a time, and Echo cannot attack or move while using this, and it is treated as if the Stand is concentrating on a spell, the target must make a DC 20 Strength Saving Throw (Objects and Constructs automatically fail this saving throw) or be slammed into the ground, dealing 2d12 + 5 Bludgeoning damage initially, and 1d6 + 3 Bludgeoning damage each subsequent turn, while being slammed this way, they are Paralyzed and Prone, and cannot use Actions, Bonus Actions, or Reactions, the User may choose to not deal damage to a creature/object under this effect.

Description

A stand is a manifestation of a creature's soul, that creature is called a Stand User. Echo Act 3 is the pinnacle of the Echo Stand, allowing it to utilize the Weight of Words to restrain foes

Paladin_Comet

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