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Echo

Medium · Fiend · CR 6 · Chaotic Evil

Source. Creature Codex
Armor Class
15
Hit Points and Hit Dice
102 (12d8+48)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
20
+5
CON
18
+4
INT
14
+2
WIS
18
+4
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Chaotic Evil
XP 2300
Initiative Bonus +5

Movement

Walk 30 ft (9.1 m)
Fly 20 ft (6.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Skills

Persuasion +6 Stealth +8

Languages

Abyssal, Celestial

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning
Condition Immunities
poisoned

Traits

Aura of Cacophony

The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.

Actions

Echoes of the Abyss

1/day

The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.

Everywhere at Once

Recharge 5–6

The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.

Iron Claws

+8 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 slashing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.

About Echo

Echo is a medium fiend with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 102 hit points (derived from 12d8+48).

Echo has communication capabilities including Abyssal, Celestial. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Echo

1 tips available

When using Echo in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Echo

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Echo?
Echo has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Echo?
Echo is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Echo speak?
Echo can communicate in Abyssal, Celestial.

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