Howling Echo

Medium • Undead • Neutral Evil

Armor Class 16

Hit Points 170 (20d8 + 80)

Speed 40 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
19 (+4)16 (+3)18 (+4)14 (+2)16 (+3)18 (+4)

Skills Perception +8

Damage Resistances psychic

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 18

Languages Common

CR 13 (XP 10,000; PB +5)

Aura of Violence. While in a 20-foot emanation originating from the echo, each creature must always use their reaction to make opportunity attacks when a creature provokes one. A creature provokes opportunity attacks from other creatures when it leaves their reach, regardless of whether those creatures are allied or hostile to it.

Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.

Pure Hatred. Whenever another creature deals damage to the echo, each creature affected by the echo's Intrusive Thoughts gains advantage on attack rolls until the end of its next turn.

Unusual Nature. The echo doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The echo makes two Hateful Strike attacks.

Hateful Strike. Melee Weapon Attack: +9, range 5 ft. Hit: 17 (3d8 + 4) slashing damage plus 11 (2d10) necrotic damage. If the target is a creature, it must must try to deal damage to another creature on its next turn.

BONUS ACTIONS

Intrusive Thoughts (Recharge 4-6). Intelligence Saving Throw: DC 17 (with disadvantage if the target is deafened or frightened), each creature in a 60-foot emanation originating from the echo. Failure: 7 (2d6) psychic damage and the target can't distinquish between friend and foe anymore, considering all creatures as its foes. This effect lasts until the end of the target's next turn. Success: Half damage.

REACTIONS

Unbridled Fury. Trigger: A creature within 5 feet of the echo deals damage to it. Response: The echo makes one Hateful Strike against the attacker.

Howling Echo

Medium • Undead • Neutral Evil

Armor Class 15

Hit Points 120 (16d8 + 48)

Speed 40 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
17 (+3)14 (+2)16 (+3)12 (+1)14 (+2)16 (+3)

Skills Perception +6

Damage Resistances psychic

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 16

Languages Common

CR 10 (XP 5,900; PB +4)

Aura of Violence. While in a 20-foot emanation originating from the echo, each creature must always use their reaction to make opportunity attacks when a creature provokes one. A creature provokes opportunity attacks from other creatures when it leaves their reach, regardless of whether those creatures are allied or hostile to it.

Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.

Pure Hatred. Whenever another creature deals damage to the echo, each creature affected by the echo's Intrusive Thoughts gains advantage on attack rolls until the end of its next turn.

Unusual Nature. The echo doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The echo makes two Hateful Strike attacks.

Hateful Strike. Melee Weapon Attack: +7, range 5 ft. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must must try to deal damage to another creature on its next turn.

BONUS ACTIONS

Intrusive Thoughts (Recharge 5-6). Intelligence Saving Throw: DC 15 (with disadvantage if the target is deafened or frightened), each creature in a 60-foot emanation originating from the echo. Failure: 3 (1d6) psychic damage and the target can't distinquish between friend and foe anymore, considering all creatures as its foes. This effect lasts until the end of the target's next turn.

REACTIONS

Unbridled Fury. Trigger: A creature within 5 feet of the echo deals damage to it. Response: The echo makes one Hateful Strike against the attacker.

Howling Echo

Medium • Undead • Neutral Evil

Armor Class 17

Hit Points 218 (23d8 + 115)

Speed 40 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
21 (+5)18 (+4)20 (+5)16 (+3)18 (+4)20 (+5)

Skills Perception +9

Damage Resistances psychic

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 19

Languages Common

CR 16 (XP 15,000; PB +5)

Aura of Violence. While in a 30-foot emanation originating from the echo, each creature must always use their reaction to make opportunity attacks when a creature provokes one. A creature provokes opportunity attacks from other creatures when it leaves their reach, regardless of whether those creatures are allied or hostile to it.

Light Weakness. While in bright light, the echo has disadvantage on attack rolls, ability checks, and saving throws.

Pure Hatred. Whenever another creature deals damage to the echo, each creature affected by the echo's Intrusive Thoughts gains advantage on attack rolls until the end of its next turn.

Unusual Nature. The echo doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The echo makes two Hateful Strike attacks.

Hateful Strike. Melee Weapon Attack: +10, range 5 ft. Hit: 27 (4d8 + 5) slashing damage plus 13 (2d12) necrotic damage. If the target is a creature, it must must try to deal damage to another creature on its next turn.

BONUS ACTIONS

Intrusive Thoughts (Recharge 4-6). Intelligence Saving Throw: DC 18 (with disadvantage if the target is deafened or frightened), each creature in a 60-foot emanation originating from the echo. Failure: 10 (3d6) psychic damage and the target can't distinquish between friend and foe anymore, considering all creatures as its foes. This effect lasts until the end of the target's next turn. Success: Half damage.

REACTIONS

Unbridled Fury. Trigger: A creature within 5 feet of the echo deals damage to it. Response: The echo makes one Hateful Strike against the attacker.

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.