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Creatures

Procession Echo

A coastal undead reflection that steals mourners' names and hides inside the image of Saint Orra during the Salt Road pilgrimage.

Creature profile

Type Medium undead
Armor Class 14
Hit Points 45 (7d8 + 14)
Speed 30 ft., swim 30 ft.
Ability Scores STR 8, DEX 16, CON 14, INT 11, WIS 13, CHA 17
Saves and Skills Charisma +6; Deception +6, Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Common; repeats any name heard within the last day
Challenge 3 (700 XP)

Traits

Shrine Aversion. The Echo cannot enter the bright light of a shrine facing open water. Borrowed Identity. It has advantage on Deception checks made in a stolen voice.

Actions

Name Theft. Ranged Spell Attack: +6 to hit, range 60 ft. Hit: 10 (3d6) psychic damage, and the target cannot speak its own name until the end of its next turn. Walking Reflection. The Echo teleports up to 30 feet between two wet surfaces it can see.

Tactics and roleplaying

Echoes isolate mourners and retreat through puddles. They surrender their stolen names if surrounded by three sea-facing shrines. A completed prayer destroys only the false procession and releases the memories unharmed.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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