Demon, Echo

This vaguely humanoid creature has a bat-like face and large claws of twisted, rusting iron at the end of winged arms. Strangely soft rust-colored fur covers its body.

Like an echo, some monsters can appear to come from everywhere at once.

Liar’s Destiny. Nearly every evil soul told lies during its mortal life—some petty, some bold, and some deadly. It is said when a truly despicable liar’s soul passes to the Abyss, it sometimes takes the form of an echo demon. The tormented creature is surrounded by a constant echoing chatter that repeats every lie ever told, surrounding the demon with a cacophonous aura of noise that disorients and demoralizes foes.

Acoustic Lairs. Echo demons are dangerous hunters that love nothing more than to prowl near empty halls in cavernous dwellings in search of creatures to torment and kill. They use their sound based powers to sow discord and confusion, picking off groups of adventurers one at a time. Their ability to appear anywhere within earshot allows them to launch attacks from surprising angles, often catching their prey off guard. Ironically, the claws of an echo demon deafen their victims, rendering them immune to the creature’s potent sonic powers.

Temporary Packs. Though they can see as well as other demons, echo demons often rely on their batlike echolocation to find their foes. Even more deadly than a single demon, a cluster of the monsters can use their ability to be seemingly everywhere at once to set up ambushes and vicious surrounding attacks. Thankfully, like most demons, echo demons rarely cooperate for long, finding the noise generated by their brethren to be the most grating sound they can imagine.


Medium fiend (demon), chaotic evil
Armor Class 15
Hit Points 102 (12d8 + 48)
Speed 30 ft., fly 20 ft.
20 (+5) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 16 (+3)

Skills Stealth +8, Persuasion +6
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Celestial
Challenge 6 (2,300 XP)

Aura of Cacophony. The demon’s presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.


Iron Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.

Everywhere at Once (Recharge 5-6). The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.

Echoes of the Abyss (1/Day). The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon’s next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.

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