Echo Wardens - AI-generated fantasy Monster

Echo Wardens

According to temple records, the first Echo Wardens were created when oath-priests tried to preserve the perfect sound of a sacred duel fought beneath a total eclipse. They succeeded too well. The resulting guardians remember every blow ever struck in their presence and answer new violence with a pattern of retaliatory echoes. In some stories, defeating a Warden without breaking its rhythm earns the victor a true name whispered from the red moon.

Largeconstruct(eclipse guardian)CR hardlawful neutral

Echo Wardens

guardianduelisteclipsesoundforce damagepsychic damagebattlefield control
HP136AC18SPD30 ft., hover 10 ft. while within a ritual circle or eclipse fieldCR8AthleticsInsightPerception
STR
20
DEX
14
CON
18
save
INT
12
WIS
16
save
CHA
18
save
Echo Shell. The warden has advantage on saving throws against spells and magical effects that rely on sound or vibration.
Resonant Glide. The warden can move across nonmagical difficult terrain without extra movement cost as it glides on faint sound currents.
No Hiding in the Refrain. If the warden takes damage from a melee attack, the attacker hears a brief echo of its own strike. Until the start of the attacker's next turn, the attacker cannot benefit from being invisible to the warden.
Resonant Halberd. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () force damage, and the target must succeed on a Strength saving throw or be pushed up to 10 feet directly away from the warden. If the target is pushed into a wall, pillar, or other solid object, it takes 7 () thunder damage.
Eclipse Echo. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () psychic damage. If the target is concentrating on a spell, it has disadvantage on the concentration check from this damage.
Scarlet Refrain. The warden emits a shivering chord in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 22 () thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also deafened until the end of its next turn.
Resonant Deflection. When a creature the warden can see within 10 feet hits it with a melee attack, the warden adds 3 to its AC against that attack, potentially causing it to miss. The warden must be able to hear the attacker to use this reaction.
Echo Step. The warden moves up to half its speed without provoking opportunity attacks.
Reverberating Strike (Costs 2 Actions). The warden makes one Resonant Halberd attack.
Ward Pulse (Costs 3 Actions). The warden unleashes a tight pulse of force. Each creature of the warden's choice within 15 feet must succeed on a Constitution saving throw or take 13 () thunder damage and be unable to take reactions until the start of its next turn.
2nd level
Silenceillusion The warden can cast this spell once per day, requiring no components. Its spellcasting ability is Charisma.
3rd level
Counterspellabjuration The warden can cast this spell at will, requiring no components. Its spellcasting ability is Charisma.
4th level
Stoneskinabjuration The warden can cast this spell once per day, requiring no components. Its spellcasting ability is Charisma.
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