Echoes

The Quieting (Dawn of Others)

Echoes

Medium The Quieting, Any

Armor Class 12
Hit Points 13
Speed Fly: 30 (hover) Feet

STR

1
( -5 )

DEX

14
( +2 )

CON

10
( +0 )

INT

8
( -1 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws WIS +3
Skills

VIG 16 and SAN 1

Deception +4, Stealth +4

Damage Vulnerabilities Radiant, Light (see below)
Damage Resistances none
Damage Immunities Bludgeoning, piecing and slashing from attacks that are not AP or Magical
Condition Immunities Exhaustion, Grappled, Prone, Restrained
Senses

Passive Perception 11

Darkvision 60 feet

Languages Commune (fragments)
Challenge Rating CR 1 (200xp)
Proficiency Bonus +2

Description

Tactics & Notes

  • Echoes do not pursue in a straight line—they vanish, reappear from behind, or mirror a character’s movements.
  • They never speak clearly, instead echoing lines the players themselves have said earlier in the session.
  • Multiple Echoes can be terrifying when layered with Sanity Effects and other environmental tension (silence, light flickers, etc.).
  • Echoes are more dangerous when presented with other creatures.


Flickering Form

The Echo can phase in and out of reality. If it has not attacked this turn, it is considered heavily obscured, even in plain sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area.

Blinded - automatically fails any ability check that requires sight when attempting to engage with the Flickering Form. Any attacks against the Flickering Form have disadvantage.

We Remember Fire

Echoes are vulnerable to radiant damage, which momentarily stabilizes their flickering forms (inactivates the Flickering Form feature until the beginning of their next turn).

Even the dim glow of a torch or flashlight makes them recoil, holding them in place and inactivating their Flickering Form feature until the beginning of their next turn. Any spells in the Path of Light that do not cause radiant damage cause the the same effect as a torch or flash light.

If the Flickering Form is attacked while a light has inactivated their Flickering Form feature, they loose their damage immunity.

Actions

Whispers of the Forgotten

The Echo lets out a psychic pulse of fragmented memories. All creatures within 10 feet must succeed on a DC 10 Wisdom saving throw or hear a moment from a stranger’s life—sobbing, screaming, singing—that overlays their own thoughts. On a fail, they have disadvantage on their next attack or ability check. Once they have saved, they are immune to this Echoes Whispers of the Forgotten for 24 hours.

Sanity Touch

On a hit, no damage is dealt, but the target must draw a Sanity Effect card.

Children

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