Whispering Echo
Small • Undead • Neutral Evil
Armor Class 12
Hit Points 24 (7d6)
Speed 0 ft., fly 30 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 15 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) |
Skills Stealth +6
Damage Vulnerabilties thunder
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 10
Languages Common
CR 1 (XP 200; PB +2)

Amorphous. The echo can move through a space as narrow as 1 inch wide without squeezing.
Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.
Mimicking Ventriloquist. The echo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Further, the echo can speak without moving its lips. When it does so, it can magically emit that sound from any point within 15 feet of it.
Unusual Nature. The echo doesn't require air, food, drink, or sleep.
ACTIONS
Intrusive Thoughts. Intelligence Saving Throw: DC 12 (with disadvantage if the target is deafened or frightened), one creature within 30 feet of the echo. Failure: 10 (3d6) psychic damage and the target becomes unwilling to help, assist, or provide any beneficial actions to other creatures and it is no longer a willing target for effects or spells until the end of its next turn. Success: Half damage.
Haunting Whispers (Recharges after a Rest). Charisma Saving Throw: DC 12, one unconscious creature within 5 feet of the echo. Failure: The target becomes cursed. When the target finsish a long rest while cursed, it takes 3 (1d6) psychic damage. This damage increases by 1d6 each time this effect triggers, up to a maximum of 4d6.
BONUS ACTIONS
Curse of Paranoia (2/Day). Wisdom Saving Throw: DC 12, one creature within 30 feet that the echo can see. Failure: The target becomes cursed for 1 minute. During the duration, the target has disadvantage on ability checks and attack rolls while an allied creature is within 5 feet of it.
Whispering Echo
Small • Undead • Neutral Evil
Armor Class 11
Hit Points 7 (2d6)
Speed 0 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 13 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) |
Skills Stealth +5
Damage Vulnerabilties thunder
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)

Amorphous. The echo can move through a space as narrow as 1 inch wide without squeezing.
Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.
Mimicking Ventriloquist. The echo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. Further, the echo can speak without moving its lips. When it does so, it can magically emit that sound from any point within 15 feet of it.
Unusual Nature. The echo doesn't require air, food, drink, or sleep.
ACTIONS
Intrusive Thoughts. Intelligence Saving Throw: DC 11 (with disadvantage if the target is deafened or frightened), one creature within 30 feet of the echo. Failure: 3 (1d6) psychic damage and the target becomes unwilling to help, assist, or provide any beneficial actions to other creatures and it is no longer a willing target for effects or spells until the end of its next turn. Success: Half damage.
Haunting Whispers (Recharges after a Rest). Charisma Saving Throw: DC 11, one unconscious creature within 5 feet of the echo. Failure: The target becomes cursed. When the target finsish a long rest while cursed, it takes 2 (1d4) psychic damage. This damage increases by 1d6 each time this effect triggers, up to a maximum of 3d4.
BONUS ACTIONS
Curse of Paranoia (1/Day). Wisdom Saving Throw: DC 11, one creature within 30 feet that the echo can see. Failure: The target becomes cursed for 1 minute. During the duration, the target has disadvantage on ability checks and attack rolls while an allied creature is within 5 feet of it.
Whispering Echo
Small • Undead • Neutral Evil
Armor Class 13
Hit Points 66 (12d6 + 24)
Speed 0 ft., fly 30 ft. (hover)
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 17 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 16 (+3) |
Skills Stealth +7
Damage Vulnerabilties thunder
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 11
Languages Common
CR 4 (XP 1,100; PB +2)

Amorphous. The echo can move through a space as narrow as 1 inch wide without squeezing.
Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.
Mimicking Ventriloquist. The echo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Further, the echo can speak without moving its lips. When it does so, it can magically emit that sound from any point within 15 feet of it.
Unusual Nature. The echo doesn't require air, food, drink, or sleep.
ACTIONS
Intrusive Thoughts. Intelligence Saving Throw: DC 13 (with disadvantage if the target is deafened or frightened), one creature within 30 feet of the echo. Failure: 22 (4d10) psychic damage and the target becomes unwilling to help, assist, or provide any beneficial actions to other creatures and it is no longer a willing target for effects or spells until the end of its next turn. Success: Half damage.
Haunting Whispers (Recharges after a Rest). Charisma Saving Throw: DC 13, one unconscious creature within 5 feet of the echo. Failure: The target becomes cursed. When the target finsish a long rest while cursed, it takes 3 (1d6) psychic damage. This damage increases by 1d6 each time this effect triggers, up to a maximum of 6d6.
BONUS ACTIONS
Curse of Paranoia (3/Day). Wisdom Saving Throw: DC 13, one creature within 30 feet that the echo can see. Failure: The target becomes cursed for 1 minute. During the duration, the target has disadvantage on ability checks and attack rolls while an allied creature is within 5 feet of it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
