Physical Form: Small, fragile, and indistinct. They range in size from a scavenging hound to a small child. They look like smudged, three-dimensional charcoal sketches of people or animals, their edges constantly blurring, fraying, and trailing off into smoke. They are practically weightless and physically weak; a solid strike from a weapon or a focused burst of energy easily shatters their form, reducing them to a pile of fine, scentless grey ash. The Tragic Loop: An Echo is born from an incomplete thought, and it is driven by a desperate, instinctual need to reach a conclusion. Because they lack the cognitive weight to finish the thought themselves, they swarm living creatures, trying to latch onto their minds to piggyback on their mental energy. They hunt in packs like starved scavengers. When an Echo touches a victim, it doesn't cause catastrophic damage; instead, it induces sudden brain fog, intense disorientation, and the temporary loss of immediate memories (like forgetting how to cast a specific spell, dropping a weapon because they forgot they were holding it, or losing their sense of direction). They swarm desperately to feel "real" for just a single Spark, but latching onto a complete mind overloads their fragile structure, eventually causing them to dissolve into nothingness. Reason for Breakage: The Echo haunts the deeper channels of the Drowned Reach, especially around the Sunken City and Drowned City sites — places where entire populations were drowned faster than memory could be carried out. Domain rule: the Echo is what surfaces when memory tries to reassemble itself without a body to live in. Where one is seen, a Shard is usually within a day's walk.
Drop this creature into any quest — every value here is ready for the table.
small aberration (drift fragment, swarm member), unaligned
Armor Class 12 (shifting incorporeal form)
Hit Points 1 (1 (any hit destroys it))
Speed 30 ft., fly 20 ft. (hover)
Skills Stealth +4
Damage Vulnerabilities thunder, psychic, force
Damage Resistances slashing, piercing
Damage Immunities poison, cold
Condition Immunities charmed, frightened, poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its target but cannot speak
Challenge 1/8 (25 XP)Proficiency Bonus +2
Collective Initiative. Echoes share a single initiative for the entire swarm. Roll one initiative per 10 Echoes present (round up). 22 Echoes = 3 initiative entries shared across the swarm.
Singular Focus. On its turn, every Echo in the swarm moves one space closer to the swarm's current target. Echoes never split their focus across multiple players.
Shatter on Contact. Any successful weapon attack or damaging spell destroys a single Echo. It collapses into fine, scentless grey ash.
Attachment. When three or more Echoes occupy spaces adjacent to a single creature, ONE Echo immediately attaches to that creature as a host. The remaining swarm abandons that target and converges toward another.
Host Possession (Attached Only). An attached Echo partially phases into the host's shoulders and upper back. The host takes no direct damage and believes they are acting normally. The host hears whispers, experiences delayed thoughts, subtle disorientation, and missing time.
False Strike (Attached Only). After the host resolves any attack, they secretly roll the Redirect Die — a die one size larger than the player count (4p=d6, 6p=d8, 8p=d10, 10+=d12/d20). If the result matches another player's initiative number, the attack instead strikes that player (who may defend normally). Any other result strikes nothing. The host is told the attack succeeded as intended.
Host Shield. Attacking an attached Echo is treated as an attack against the host. Successful attacks deal 50% damage to the host and do NOT destroy the Echo. The Echo only dies via detachment.
Multiattack. The swarm does not attack individually. It converges collectively toward a single target.
Converge. The Echo (or full swarm on its shared turn) moves up to its speed toward the swarm's current target. No attack roll.
Tactics. Echoes do not kill — they attach. The swarm chooses one host at a time, converges, attaches one Echo, then redirects the rest of the swarm to the next host. Spreading panic and friendly fire is the goal.
Counterplay. Violent Recognition: a teammate may grab the host, shout into their face, and physically shake them (STR, Persuasion, or roleplay-driven check). On success the Echo destabilizes and dies instantly. The host takes no damage. • Resonant Overload: bells, thunder, psionic blasts, tuning forks, shield strikes, or any focused sonic/psychic resonance instantly detaches and destroys the Echo without harming the host. • Reflection: forcing the host to clearly see themselves in a mirror, polished steel, still water, or magical reflection destabilizes the Echo immediately. • Self-Harmed Clarity: the host deliberately attacks themselves (or rolls their own initiative number on a False Strike). They take only 10% rolled damage, and the Echo immediately detaches and dies. Deliberate self-targeted certainty creates a paradox the Echo cannot survive.
Designed for ~None directly. Attachment-based threat. damage / round • controller