Medium Celestial (Spirit), Any Alignment
AC 14 Leather    Initiative +3 (13)
HP 9 (2d8 + 6)
Speed 40 ft.
Mod Save
STR 13 +1 +1
DEX 17 +3 +5
CON 12 +1 +1
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 10 +0 +2
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 concentration saving throws and +3 bonus to the first attack throw on their turn.

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. Also, select a target within sight, this target will have its speed reduced by 10ft. and have disadvantage on thexterity saving throws

Awakaned Aura of the Fallen.  Apart from the advantages given by Aura of the Fallen. Allied creatures within the aura that attack the marked target will make the echo do an attack to the target as a reaction.  If the target dies, the summoner may choose another creature to target.

Actions

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 3) piercing 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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