Weeping Echo

Small • Undead • Neutral

Armor Class 12

Hit Points 78 (12d6 + 36)

Speed 30 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
7 (-2)14 (+2)16 (+3)10 (+0)10 (+0)16 (+3)

Skills Stealth +4

Damage Immunities necrotic, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10

Languages Common

CR 7 (XP 2,900; PB +3)

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

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

ACTIONS

Intrusive Thoughts. Intelligence Saving Throw: DC 14 (with disadvantage if the target is deafened or frightened), one creature within 30 feet of the echo. Failure: 27 (5d10) psychic damage and the target can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Weeping Dispair. Wisdom Saving Throw: DC 14, one creature within 30 feet of the echo that can hear it. Failure: The target becomes charmed for

1 minute. While charmed, it must drop what it is holding, use its turns to move to the echo on the most direct route, and grapple it for a protective hug. The target uses its action on subsequent turns to console the echo. A creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. While the target grapples the echo, the echo gains three-quarter cover and halves the damage it takes (round down), and the target takes the same amount of damage. Success or Effect Ends: The target becomes immune to this effect for 1 hour.

REACTIONS

Hopeless As Fortold. Trigger: A creature within 60 feet of the echo sees an allied creature drop to 0 hit points. Response - Wisdom Saving Throw: DC 14. Failure: The target becomes incapacitated until the end of its next turn.

Weeping Echo

Small • Undead • Neutral

Armor Class 11

Hit Points 49 (9d6 + 18)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
7 (-2)12 (+1)14 (+2)10 (+0)10 (+0)14 (+2)

Skills Stealth +2

Damage Immunities necrotic, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10

Languages Common

CR 4 (XP 1,100; PB +2)

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

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: 18 (4d8) psychic damage and the target can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Weeping Dispair. Wisdom Saving Throw: DC 12, one creature within 30 feet of the echo that can hear it. Failure: The target becomes charmed for

1 minute. While charmed, it must drop what it is holding, use its turns to move to the echo on the most direct route, and grapple it for a protective hug. The target uses its action on subsequent turns to console the echo. A creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. While the target grapples the echo, the echo gains three-quarter cover and halves the damage it takes (round down), and the target takes the same amount of damage. Success or Effect Ends: The target becomes immune to this effect for 1 hour.

REACTIONS

Hopeless As Fortold. Trigger: A creature within 60 feet of the echo sees an allied creature drop to 0 hit points. Response - Wisdom Saving Throw: DC 12. Failure: The target becomes incapacitated until the end of its next turn.

Weeping Echo

Small • Undead • Neutral

Armor Class 13

Hit Points 112 (15d6 + 60)

Speed 30 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
7 (-2)16 (+3)18 (+4)10 (+0)10 (+0)18 (+4)

Skills Stealth +6

Damage Immunities necrotic, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10

Languages Common

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

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

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

ACTIONS

Intrusive Thoughts. Intelligence Saving Throw: DC 16 (with disadvantage if the target is deafened or frightened), one creature within 30 feet of the echo. Failure: 38 (7d10) psychic damage and the target can't take reactions until the end of its next turn. Success: Half damage.

BONUS ACTIONS

Weeping Dispair. Wisdom Saving Throw: DC 16, one creature within 30 feet of the echo that can hear it. Failure: The target becomes charmed for

1 minute. While charmed, it must drop what it is holding, use its turns to move to the echo on the most direct route, and grapple it for a protective hug. The target uses its action on subsequent turns to console the echo. A creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. While the target grapples the echo, the echo gains three-quarter cover and halves the damage it takes (round down), and the target takes the same amount of damage. Success or Effect Ends: The target becomes immune to this effect for 1 hour.

REACTIONS

Hopeless As Fortold. Trigger: A creature within 60 feet of the echo sees an allied creature drop to 0 hit points. Response - Wisdom Saving Throw: DC 16. Failure: The target becomes incapacitated until the end of its next turn.

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.