Echo Knight (5e Creature)
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Medium humanoid (any race), any alignment
Armor Class 18 (plate armor)
Saving Throws Str +6, Con +5
Multiattack. The knight makes two weapon attacks. The knight may also use Unleash Incarnation once if it has uses remaining.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Unleash Incarnation (3/Day). The knight makes one melee weapon attack from its echo's position.
Manifest Echo. the knight magically manifests an echo of itself in an unoccupied space it can see within 15 feet. The echo is a magical, translucent, gray image of the knight that lasts until it is destroyed or the knight dismisses it as a bonus action, manifests another echo, is incapacitated, or is more than 30 feet away from the echo at the end of its turn.
The echo has an AC of 16, 1 hit point, and is immune to all conditions. If it has to make a saving throw, it uses the knight's saving throw modifiers. It is the same size as the knight, and occupies its space. On the knight's turn, it can mentally command the echo to move up to 30 feet without using an action.
While the echo is manifested, the knight has the following benefits:
Shadow Martyr (Recharge 6). When a creature the knight can see is attacked, before the attack roll is made, the echo teleports to a space within 5 feet of the targeted creature. That attack is made against the echo instead of the original target.
Masters of a mysterious fighting style, echo knights use magic to create illusory duplicates of themselves to confound their opponents. The knights themselves appear as a blur of motion, of countless potential stances and strikes all occurring within the same instant. Those who face an echo knight must be alert at all times, as they could be attacked at any moment from an angle they weren't expecting.
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