Medium Celestial (Spirit), Any Alignment
AC 18 Chain    Initiative +1 (11)
HP 9 (2d8 + 6)
Speed 30 ft.
Mod Save
STR 16 +3 +5
DEX 12 +1 +1
CON 17 +3 +5
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 10 +0 +0
Vulnerabilities Necrotic
Immunities Exhaustion
Senses Passive Perception 9
Languages Telepathy 1 mile (works only with the summoner)
CR 0 (XP 10; PB +2)
Traits

Aura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on Constitution Saving Throws and a +1 bonus to Armor Class

Awakened Form. When this echo is awakened, its HP is set to 4d8 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen

Awakaned Aura of the Fallen.  Apart from the advantages given by Aura of the Fallen. Once per turn, Allied creatures that enter the aura or start their turns inside it without temporary hit points gain 1d6 temporary hit points, increasing by 1d6 per every spell level over 1st used to summon it. If the Creature is under half HP they can choose to gain half of the roll as current hit points instead of temporary.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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.

darkastrazetsuboi

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