Monster Dossier

K.H.W.'s Echo

K.H.W.'s Echo is a fantasy monster entry from source DA.

Level 14

Traits

uniquelnmediumhumanhumanoid

Rules & statistics

Monster Profile

Perception

30

Languages

Languages
  • common
  • moriakrik

Skills

Acrobatics
28
Arcana
25
Athletics
25
Esoteric lore
30
Nature
25
Occultism
25
Religion
25

Ability Mods

Str
4
Dex
5
Con
4
Int
5
Wis
5
Cha
8

Defenses

Ac
36
Saving Throws
Fort
23
Ref
24
Will
28
Hp
  • Hp
    280
    Abilities
    • destabilized form

Speed

Walk
25

Attacks

  • Range
    Melee
    Traits
    • disarm
    • finesse
    • magical
    • sweep
    • tethered
    • trip
    Name
    rope dart
    Attack
    29
    Damage
    4d4+13 piercing plus 2d6 mental
  • Range
    Ranged
    Traits
    • disarm
    • finesse
    • magical
    • sweep
    • tethered
    • thrown
    • trip
    Name
    rope dart
    Attack
    29
    Damage
    4d4+13 piercing plus 2d6 mental

Abilities

Mid
  • Name
    Destabilized Form
    Entries
    • When the Echo has fewer than 140 Hit Points, his form destabilizes, large chunks disintegrating from his face, limbs, and torso. White moths constantly stream from the missing spaces, creating a 10-foot emanation that deals 6d6 mental damage with a 34 basic Will save.
    • As long as the aura persists, he can dissolve into moths and re-form at another location within 15 feet as a free action at the beginning of each of his turns; this has the occult, conjuration, and teleportation traits.
  • Name
    Attack of Opportunity
    Activity
    Number
    1
    Unit
    reaction
    Entries
    • The Echo has reach 15 for the purpose of determining when Attack of Opportunity triggers and when making Attacks of Opportunity.
Bot
  • Name
    Astral Spindle Implement The
    Entries
    • Echo carries a drop spindle that constantly spins red astral thread, which is both his thaumaturgic implement and weapon. If his rope dart is lost or broken, he can re-form it with an Interact action. If he critically succeeds at a rope dart Strike, overwhelming thoughts and figments flow down the thread into the target's mind. The target becomes confused for 1 round.
  • Name
    Astral Thread Control
    Activity
    Number
    1
    Unit
    action
    Frequency
    Number
    1
    Unit
    round
    Requirements
    The Echo's previous action was a successful thrown rope dart Strike
    Entries
    • The Echo flicks his wrist and makes a follow-up thrown rope dart Strike at a different target within 30 feet of the first target, using the same multiple attack penalty as his previous Strike. Regardless of whether his attack hits, he then retrieves the weapon.
  • Name
    Contingency Oathday-Nine-Rova
    Activity
    Number
    1
    Unit
    free
    Frequency
    Number
    1
    Unit
    day
    Trigger
    The Echo's turn begins and he's stunned, slowed, confused, controlled, immobilized, grabbed, paralyzed, restrained, or otherwise can't act
    Entries
    • The Echo has set up numerous contingencies in the event he's compromised.
    • Talismans on his body shatter, counteracting the triggering effect. The Echo can use this free action even if he can't act.
  • Name
    Reconstitute from Thought
    Activity
    Number
    1
    Unit
    action
    Traits
    • necromancy
    • healing
    Requirements
    The Echo is standing on one of the eight large islands of the map, and the island hasn't darkened
    Entries
    • The Echo throws his rope dart into the island and uses it to absorb mental essence from the mindscape, repairing himself. He regains 45 Hit Points and the island turns a desaturated gray for 1 day, preventing future absorption and disabling the call of the void hazard on that island (see below).
  • Name
    Spindle's Web
    Activity
    Number
    2
    Unit
    action
    Entries
    • The Echo's spindle revolves faster and faster until it's a blur, lashing red threads in every direction. The threads deal 7d6 slashing damage and 7d6 mental damage to all creatures in a 30-foot emanation, with a 34 basic Reflex save. If a creature fails its save, the threads awaken the mindscape anchor within it, affecting it differently based on which anchor that creature used to gain access to the center of the mindscape. (If there is a PC who didn't absorb a mindscape anchor, for instance because there are more than four PCs in the party, then use the anchor of the PC closest to them.) The Echo then can't use Spindle's Web for 1d4 rounds.
    • Type
      list
      Items
      • Lantern The lantern outlines the creature with searing faerie fire that deals 2d6 persistent damage||persistent fire damage.
      • Mirror The mirror reflects the creature to another location, teleporting them to a clear space within 25 feet of their current location.
      • Chalice The chalice drains life force, granting the Echo temporary HP equal to half the damage dealt.
      • Tome The tome floods the creature's mind with information; the target is slowed||slowed 1 for 1 round.

Background

Lore

No lore provided.