Shard Echo - AI-generated fantasy Monster

Shard Echo

The Shard Echo was once the memory of a guardian who tried to return life to a poisoned grove. The rite succeeded only partially, restoring the plants while trapping the guardian's fear of failure inside a green crystal focus. Over time, that fear became predatory. The echo now believes all living things are temporary mistakes and seeks to preserve them as motionless reflections.

MediumUndead(Undead)CR Challenge Rating 1Neutral evil

Shard Echo

undeadincorporealcontrollerritual guardiannature horrorspectrallow-level threat
HP22AC+3SPD0 ft., fly 40 ft. (hover)CR1 (200 XP)PerceptionStealth
STR
6
DEX
14
CON
10
INT
12
WIS
10
save
CHA
12
Incorporeal Movement. The Shard Echo can move through other creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object.
Sunlight Sensitivity. The Shard Echo has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight.
Unquiet Remnant. The Shard Echo does not need to eat, drink, breathe, or sleep. It is considered undead for the purpose of effects that target undead creatures.
Life Drain. The echo targets one creature it can see within 30 feet. The target must succeed on a Constitution saving throw or take 10 () necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Verdant Refrain. The shard echo releases a pulse of remembered growth. Each creature of the echo's choice within 15 feet must succeed on a Wisdom saving throw or be charmed by the echo until the end of the echo's next turn. While charmed this way, a creature's speed is 0 and it cannot take reactions. A creature that succeeds is immune to this echo's Verdant Refrain for 24 hours.
Fractured Memory. When a creature the Shard Echo can see within 30 feet is hit by an attack, the echo imposes a flickering memory over the attacker. The attacker must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
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