Wilfried Meredich

Medium Undead, Lawful Good
Homebrew

Wilfried Merecdich is an Echo Knight and can summon an echo of himself to fight alongside him. This echo only has 1 Hit Point and only benefits from Incorporeal Movement and Greatsword Swing. It also shares his initiative with and acts before Wilfried and cannot attack the turn it is summoned.

AC 16

Initiative +3

HP 106 (12d10 + 40)

Speed 30 ft.

STR

18 (+4)

Save +7

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +6

INT

8 (-1)

Save -1

WIS

14 (+2)

Save +2

CHA

8 (-1)

Save -1

Saving Throws STR +7, CON +6

Skills Athletics +15, Nature +12, Animal Handling +5, Perception +5, Survival +5

Resistances Bludgeoning; Piercing; Slashing

Immunities Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 60 ft., Passive Perception 15

Languages Common, Dwarvish, Elvish

CR 5

Traits

Enrage. When Wilfried becomes bloodied, he gains 1d10 + 5 Hit Points and emits a frigid wave. Each enemy in a 30 foot emanation makes a Dexterity saving throw, taking 3d6 Cold damage on a failed save or no damage on a successful one.

Incorporeal Movement. The echo can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Legendary Resistance (1/Day). If Wilfried fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Wilfried makes two Greatsword Swing attacks.

Greatsword Swing. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage. If the attack misses the target takes 4 slashing damage.

Reactions

Swap Positions. When Wilfried's echo is attacked he can teleport, magically swapping places with his echo, regardless of the distance between the two of them.

Legendary Actions

Summon Echo. Wilfried can magically manifest an echo of himself in an unoccupied space he can see within 15 feet of him. Wilfried can't take this action if he already has an echo of himself.