Shimmering Echo (5e Creature)

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Shimmering Echo[edit]

Large fiend (demon), chaotic evil


Armor Class 18 (natural armor)
Hit Points 620 (40d10 + 400)
Speed 40 ft., swim 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 30 (+10) 30 (+10) 30 (+10) 20 (+5) 23 (+6)

Saving Throws Dex +19, Con +19, Int +19, Cha +15
Skills Deception +15, Intimidation +15, Perception +14, Stealth +19, Survival +14
Proficiency Bonus +9
Damage Vulnerabilities radiant
Damage Resistances force, fire
Damage Immunities necrotic, psychic, acid, cold
Condition Immunities blinded, charmed, deafened, frightened, petrified, paralyzed, exhaustion, poisoned, stunned, unconscious
Senses truesight 120 ft., passive Perception 24
Languages Abyssal, Common, telepathy 120 ft.
Challenge 30 (155,000 XP)


Amphibious. The Shimmering echo can breathe air and water

Freedom Of Movement. The Shimmering echo ignores difficult terrain, and magic effects can't reduce her speed or cause her to be restrained. she can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Legendary Movement.If the Shimmering Echo fails a saving throw, She can choose to succeed instead.

Magic Resistance. The Shimmering Echo has advantage on saving throws against spells and other magic effects

Mimicry. The Shimmering Echo can mimic any sound she has heard, including sounds. a creature that hears the sound can tell they are imitations with a successful DC 26 wisdom (insight) check.

Probing Telepathy. If a creature communicates telepathically with the Shimmering Echo, the Shimmering Echo learns the creatures greatest desires and fears, if the Shimmering Echo can see the creature

Regeneration. The Shimmering Echo regains 10 hit points at the start of her turn if she has at least 1 hit point. if the Shimmering Echo takes radiant damage or damage from holy water, this trait doesn't function at the start of the Shimmering Echo's next turn.

Shape Changer. The Shimmering Echo can use her Bonus action to magically polymorph into a Small Vaporeon, or back into her trueform. her statistics are the same in each form. She reverts into her trueform if she dies

Undead Aura. at the start of each of the Shimmering echo turns, each creature that's not a fiend within 5 ft of her takes 18 (5d6) necrotic damage. a creature that touches the Shimmering echo or hits her with a melee attack within 5 feet of her takes 18 (5d6) necrotic damage.

Withering Touch. Whenever a creature who is not a construct, undead, ooze, or fiend who touches the Shimmering Echo's Tail or legs must succeed on a DC 20 constitution saving throw or take 66 (12d10) necrotic damage. If the target dies by this damage, they turn into a Flesh Blob under the Shimmering Echos control. the attacks that have this feature is Stomp, Tail Swing, and Pounce

Wounded Fury. While she has 50 hit points or fewer, the Shimmering Echo has advantage on attack rolls, in addition, she deals an extra 28 (8d6) to any target she hits with a melee attack.

ACTIONS

Multiattack. The Shimmering Echo can make a combination of 2 attacks with her Bite, Tail Swing, or Pounce attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 10) piercing damage. If this attack rolls a nartal 20 (critical hit), the target loses 1 limp of the DM's choice.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 28 (4d8 + 10) piercing damage.

Tail Swing. The Shimmering Echo Swings her tail in a 5 foot radius of her. each creature in that radius must succeed on a DC 15 dexterity saving throw or take 27 (3d10 + 10) bludgeoning damage and fall prone, and half as much damage and no prone on a success.

Pounce. The Shimmering Echo expends 5 feet of her movement to jump onto a medium or smaller creature. the target must succeed on a DC 25 strength saving throw or take 39 (3d12 + 10) Bludgeoning damage and fall prone

Moan. Each creature within 60 feet of the Shimmering Echo that can hear her moan and that isn't an fiend must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the Shimmering Echos next turn. If a creature's saving throw is successful, the creature is immune to the Shimmering Echos moan for the next 24 hours.

Phantasms. The Shimmering Echo magically creates three illusory duplicates of herself if she isn't in bright light. The duplicates move with her and mimic her actions, shifting position so as to make it impossible to track which Shimmering Echo is the real one. If the Shimmering Echo is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the Shimmering Echo with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the Shimmering Echo or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the Shimmering Echo's AC and uses her saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Fear Alteration. The Shimmering Echo targets up to 3 creatures around her within 60 feet that she can see. The creature must succeed on a DC 15 wisdom saving throw or be frightened for no apparent cause or source for 1 hour. the duration increases when she succeeds to affect the target again with this trait. If the campaign uses Madness, it also adds a short term madness for the duration.


LEGENDARY ACTIONS

The Shimmering Echo can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Shimmering Echo regains spent legendary actions at the start of its turn.

Legendary movement. The Shimmering Echo can use up to 30 feet of any of her movement speeds.

Teleport (cost: 2 actions). The Shimmering Echo magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Energy Drain (cost: 3 actions). Each living creature within 30 feet of the Shimmering Echo must make a DC 15 Constitution saving throw. on a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies, and transforms into a Flesh Blob under the Shimmering Echos control. a creatures hit point maximum can be restored with the Greater restoration spell or similar magic.

Vile Curse (cost: 4 actions). The Shimmering Echo targets one creature she can see within 30 feet of her. The target must succeed on a DC 19 Wisdom saving throw or be magically cursed. Until the curse ends, the target sees hallucinations and is frightened. the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

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