| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +2 |
| DEX | 8 | −1 | −1 |
| CON | 18 | +4 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 8 | −1 | −1 |
| CHA | 12 | +1 | +1 |
Aura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on saving throws agains Area of Effect spells and reduce damage taken by the summoner's proficiency bonus.
Awakened Form. When this echo is awakened, its HP is set to 4d10 + 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 And gain the Awakened Protector Reaction
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Once per turn, If an allied creature within the aura would drop to 0 hit points, it would drop to 1 hit points instead. Additionally, If an allied creature is down and within the aura when awakening they will automatically gain a success in their saving throws.
Shieldbash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) blunt 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 .
Awakened Protector. Once per turn. If an allied creature within 10ft. of the Echo is attacked, the Echo will take the damage instead.
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 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.
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