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	<id>https://velandor.dashonk.com/index.php?action=history&amp;feed=atom&amp;title=Session_69</id>
	<title>Session 69 - Revision history</title>
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	<updated>2026-05-06T15:30:37Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.33.4</generator>
	<entry>
		<id>https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=555&amp;oldid=prev</id>
		<title>Roklor at 16:25, 30 April 2026</title>
		<link rel="alternate" type="text/html" href="https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=555&amp;oldid=prev"/>
		<updated>2026-04-30T16:25:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:25, 30 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=ACT 6 — The Ritual of Returning Breath=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=ACT 6 — The Ritual of Returning Breath=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Roklor</name></author>
		
	</entry>
	<entry>
		<id>https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=554&amp;oldid=prev</id>
		<title>Roklor at 16:21, 30 April 2026</title>
		<link rel="alternate" type="text/html" href="https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=554&amp;oldid=prev"/>
		<updated>2026-04-30T16:21:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://velandor.dashonk.com/index.php?title=Session_69&amp;amp;diff=554&amp;amp;oldid=553&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Roklor</name></author>
		
	</entry>
	<entry>
		<id>https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=553&amp;oldid=prev</id>
		<title>Roklor: Created page with &quot;&lt;br /&gt;  = ACT 6 — The Ritual of Returning Breath =  == Scene Setup (Arrival &amp; Tone) == '''Location:''' The inner sanctum of the temple — ancient stone, cracked with age. R...&quot;</title>
		<link rel="alternate" type="text/html" href="https://velandor.dashonk.com/index.php?title=Session_69&amp;diff=553&amp;oldid=prev"/>
		<updated>2026-04-30T16:19:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;br /&amp;gt;  = ACT 6 — The Ritual of Returning Breath =  == Scene Setup (Arrival &amp;amp; Tone) == &amp;#039;&amp;#039;&amp;#039;Location:&amp;#039;&amp;#039;&amp;#039; The inner sanctum of the temple — ancient stone, cracked with age. R...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ACT 6 — The Ritual of Returning Breath =&lt;br /&gt;
&lt;br /&gt;
== Scene Setup (Arrival &amp;amp; Tone) ==&lt;br /&gt;
'''Location:''' The inner sanctum of the temple — ancient stone, cracked with age. Roots have forced their way through the floor and walls, as if the earth itself is watching.&lt;br /&gt;
&lt;br /&gt;
'''Read Aloud:'''&lt;br /&gt;
&lt;br /&gt;
The chamber smells of damp soil and old incense.&lt;br /&gt;
&lt;br /&gt;
Roots coil across the stone like veins—slowly pulsing.&lt;br /&gt;
&lt;br /&gt;
At the center, a shallow depression in the floor forms a natural cradle.&lt;br /&gt;
&lt;br /&gt;
High Priestess Venrieth kneels beside it.&lt;br /&gt;
&lt;br /&gt;
The child lies still in her arms.&lt;br /&gt;
&lt;br /&gt;
Not dead.&lt;br /&gt;
&lt;br /&gt;
Not alive.&lt;br /&gt;
&lt;br /&gt;
Waiting.&lt;br /&gt;
&lt;br /&gt;
She looks up—not fearful, but resolved.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Session Structure Overview ==&lt;br /&gt;
Break the session into '''three phases''':&lt;br /&gt;
&lt;br /&gt;
=== 1. Preparation &amp;amp; Roleplay (30–60 mins) ===&lt;br /&gt;
&lt;br /&gt;
* Understanding the ritual&lt;br /&gt;
* Assigning roles&lt;br /&gt;
* Emotional grounding (this matters for investment)&lt;br /&gt;
&lt;br /&gt;
=== 2. Ritual Skill Challenge + Combat (60–90 mins) ===&lt;br /&gt;
&lt;br /&gt;
* 3 rounds minimum, expandable to 5 if needed&lt;br /&gt;
* Escalating danger and narrative pressure&lt;br /&gt;
&lt;br /&gt;
=== 3. Resolution &amp;amp; Consequences (45–60 mins) ===&lt;br /&gt;
&lt;br /&gt;
* Outcome varies significantly&lt;br /&gt;
* Sets tone for future arc&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🌱 PHASE 1 — Preparing the Ritual =&lt;br /&gt;
&lt;br /&gt;
== Venrieth’s Guidance ==&lt;br /&gt;
She explains:&lt;br /&gt;
&lt;br /&gt;
* The soul is '''not gone''' — it is ''unanchored''&lt;br /&gt;
* The ritual requires:&lt;br /&gt;
** Identity (Name)&lt;br /&gt;
** Connection (Memory)&lt;br /&gt;
** Direction (Promise)&lt;br /&gt;
&lt;br /&gt;
=== Player Involvement Options ===&lt;br /&gt;
Encourage each player to contribute:&lt;br /&gt;
&lt;br /&gt;
* Who knew the child?&lt;br /&gt;
* Who recovered the body?&lt;br /&gt;
* Who feels responsible?&lt;br /&gt;
&lt;br /&gt;
Let them choose who leads each component.&lt;br /&gt;
&lt;br /&gt;
'''Optional Skill Prep (Advantage later):'''&lt;br /&gt;
&lt;br /&gt;
* Religion (understanding ritual)&lt;br /&gt;
* Arcana (stabilising magical flow)&lt;br /&gt;
* Insight (reading the aasimar / soul presence)&lt;br /&gt;
* Medicine (preparing the body)&lt;br /&gt;
&lt;br /&gt;
Success here grants:&lt;br /&gt;
&lt;br /&gt;
→ Advantage on one ritual check later&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🌿 PHASE 2 — The Ritual (Core Encounter) =&lt;br /&gt;
&lt;br /&gt;
== Mechanics Overview ==&lt;br /&gt;
&lt;br /&gt;
* Run as '''3–5 rounds'''&lt;br /&gt;
* Track: '''3 successes before 3 failures'''&lt;br /&gt;
* Each round includes:&lt;br /&gt;
*# A '''Ritual Contribution (Skill Check DC 14)'''&lt;br /&gt;
*# '''1 Echo spawns''' (max 3 active)&lt;br /&gt;
*# '''Environmental effect triggers'''&lt;br /&gt;
*# '''Aasimar pressure escalates'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ritual Circle Description (Expanded) ==&lt;br /&gt;
Roots push upward, forming a cradle.&lt;br /&gt;
&lt;br /&gt;
They curl gently around the child—&lt;br /&gt;
&lt;br /&gt;
Not restraining.&lt;br /&gt;
&lt;br /&gt;
Holding.&lt;br /&gt;
&lt;br /&gt;
A soft green light pulses from beneath.&lt;br /&gt;
&lt;br /&gt;
But it stutters.&lt;br /&gt;
&lt;br /&gt;
Like a heartbeat unsure whether to continue.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ritual Dialogue Prompts (Venrieth) ==&lt;br /&gt;
Deliver these slowly, letting players respond in character.&lt;br /&gt;
&lt;br /&gt;
=== Round 1 — Name ===&lt;br /&gt;
'''Player Prompt:'''&lt;br /&gt;
&lt;br /&gt;
Who were they? - '''&amp;lt;u&amp;gt;Tobin&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Skill Options:'''&lt;br /&gt;
&lt;br /&gt;
* Persuasion (gentle calling)&lt;br /&gt;
* Religion (formal invocation)&lt;br /&gt;
* Performance (spoken naming / lullaby)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Round 2 — Memory ===&lt;br /&gt;
'''Player Prompt:'''&lt;br /&gt;
&lt;br /&gt;
What tied them to this world?&lt;br /&gt;
&lt;br /&gt;
'''Skill Options:'''&lt;br /&gt;
&lt;br /&gt;
* History (recalling truth)&lt;br /&gt;
* Insight (emotional resonance)&lt;br /&gt;
* Medicine (physical connection)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Round 3 — Promise ===&lt;br /&gt;
'''Player Prompt:'''&lt;br /&gt;
&lt;br /&gt;
Why should they return?&lt;br /&gt;
&lt;br /&gt;
'''Skill Options:'''&lt;br /&gt;
&lt;br /&gt;
* Persuasion&lt;br /&gt;
* Deception (dangerous but allowed)&lt;br /&gt;
* Intimidation (forcing will—risky tone)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ⚠️ Combat Layer — Echoes of the Stillborn Moment ==&lt;br /&gt;
&lt;br /&gt;
=== Creature: Echo of the Stillborn Moment (Adjusted for Level 6) ===&lt;br /&gt;
'''CR 3 (but used in multiples for pressure)'''&lt;br /&gt;
&lt;br /&gt;
'''Adjustments for this party:'''&lt;br /&gt;
&lt;br /&gt;
* HP: 50 (slightly sturdier for level 6 damage output)&lt;br /&gt;
* Spawn 1 per round (max 3 active)&lt;br /&gt;
* Optional escalation: spawn 2 in final round if too easy&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
These are not tactical fighters.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Drift toward the child&lt;br /&gt;
* Whisper constantly&lt;br /&gt;
* Target whoever interferes with the ritual&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tactical Pressure ===&lt;br /&gt;
'''Key Threat: Soul Pull'''&lt;br /&gt;
&lt;br /&gt;
Forces players to choose:&lt;br /&gt;
&lt;br /&gt;
* Protect ritual (reaction use)&lt;br /&gt;
* Attack enemies&lt;br /&gt;
* Maintain positioning&lt;br /&gt;
&lt;br /&gt;
This creates meaningful tension.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Environmental Effects (Escalating) ==&lt;br /&gt;
&lt;br /&gt;
=== Round 1 (Mild) ===&lt;br /&gt;
&lt;br /&gt;
* Whispering voices → WIS save or disadvantage&lt;br /&gt;
&lt;br /&gt;
=== Round 2 (Moderate) ===&lt;br /&gt;
&lt;br /&gt;
* Roots lash → restrained on fail&lt;br /&gt;
&lt;br /&gt;
=== Round 3+ (Severe) ===&lt;br /&gt;
&lt;br /&gt;
* Light falters → ritual checks at disadvantage unless aided&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Aasimar Influence (Critical Narrative Layer) ==&lt;br /&gt;
Use when:&lt;br /&gt;
&lt;br /&gt;
* A player fails&lt;br /&gt;
* Ritual stalls&lt;br /&gt;
* Combat overwhelms&lt;br /&gt;
&lt;br /&gt;
=== Whisper Examples ===&lt;br /&gt;
Deliver quietly:&lt;br /&gt;
&lt;br /&gt;
“You opened the way.”&lt;br /&gt;
&lt;br /&gt;
“You don’t get to close it now.”&lt;br /&gt;
&lt;br /&gt;
“That body is empty.”&lt;br /&gt;
&lt;br /&gt;
“Let me show you what belongs there.”&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Effect (Optional) ===&lt;br /&gt;
&lt;br /&gt;
* Affected player must make DC 13 WIS save:&lt;br /&gt;
** Fail → disadvantage on next ritual check&lt;br /&gt;
** OR compelled to act aggressively&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🌒 PHASE 3 — Final Resurrection Check =&lt;br /&gt;
After 3 successes:&lt;br /&gt;
&lt;br /&gt;
One player (or aasimar) makes the final check.&lt;br /&gt;
&lt;br /&gt;
'''DC Scaling:'''&lt;br /&gt;
&lt;br /&gt;
* 0 failures → DC 12&lt;br /&gt;
* 1 failure → DC 14&lt;br /&gt;
* 2 failures → DC 16&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🌿 OUTCOMES =&lt;br /&gt;
&lt;br /&gt;
== 🌟 Full Success ==&lt;br /&gt;
'''Read Aloud:'''&lt;br /&gt;
&lt;br /&gt;
The light pulls inward.&lt;br /&gt;
&lt;br /&gt;
The roots tighten—&lt;br /&gt;
&lt;br /&gt;
Then release.&lt;br /&gt;
&lt;br /&gt;
The child’s chest rises—&lt;br /&gt;
&lt;br /&gt;
Sharp.&lt;br /&gt;
&lt;br /&gt;
Violent.&lt;br /&gt;
&lt;br /&gt;
Air floods lungs that had forgotten how.&lt;br /&gt;
&lt;br /&gt;
They gasp.&lt;br /&gt;
&lt;br /&gt;
Eyes snap open—&lt;br /&gt;
&lt;br /&gt;
Black.&lt;br /&gt;
&lt;br /&gt;
Just for a moment.&lt;br /&gt;
&lt;br /&gt;
Then—&lt;br /&gt;
&lt;br /&gt;
Clear.&lt;br /&gt;
&lt;br /&gt;
Alive.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Follow-On Story Hooks ===&lt;br /&gt;
&lt;br /&gt;
* The child occasionally sees '''things others cannot'''&lt;br /&gt;
* They may act as a '''conduit to Dannan'''&lt;br /&gt;
* The aasimar is now '''marked by something watching back'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 🌗 Partial Success ==&lt;br /&gt;
'''Outcome: Returned, But Changed'''&lt;br /&gt;
&lt;br /&gt;
The child breathes…&lt;br /&gt;
&lt;br /&gt;
But something lingers.&lt;br /&gt;
&lt;br /&gt;
They track movement that isn’t there.&lt;br /&gt;
&lt;br /&gt;
They speak in dreams.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mechanical / Narrative Effects ===&lt;br /&gt;
&lt;br /&gt;
* Child may act as a '''plot device'''&lt;br /&gt;
* Occasional supernatural events&lt;br /&gt;
* A future corruption arc or possession attempt&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hooks ===&lt;br /&gt;
&lt;br /&gt;
* Something ''came back with them''&lt;br /&gt;
* The ritual did not close the door fully&lt;br /&gt;
* The aasimar hears whispers more frequently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 🌑 Failure ==&lt;br /&gt;
'''Outcome: No Return — But Not Empty'''&lt;br /&gt;
&lt;br /&gt;
The light fades.&lt;br /&gt;
&lt;br /&gt;
The roots fall still.&lt;br /&gt;
&lt;br /&gt;
The body does not move.&lt;br /&gt;
&lt;br /&gt;
But—&lt;br /&gt;
&lt;br /&gt;
Something settles deeper inside the aasimar.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
&lt;br /&gt;
* Aasimar gains:&lt;br /&gt;
** Persistent whispers&lt;br /&gt;
** Occasional loss of control (DM-triggered moments)&lt;br /&gt;
* The entity now has a '''firm foothold'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hooks ===&lt;br /&gt;
&lt;br /&gt;
* Future arc: '''internal corruption / possession'''&lt;br /&gt;
* The child’s soul may still be recoverable elsewhere&lt;br /&gt;
* Venrieth may propose a far more dangerous ritual&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🎁 Rewards =&lt;br /&gt;
&lt;br /&gt;
== Blessing of Dannan ==&lt;br /&gt;
Once per long rest:&lt;br /&gt;
&lt;br /&gt;
→ Add '''1d4 to any roll'''&lt;br /&gt;
&lt;br /&gt;
Optional upgrade on full success:&lt;br /&gt;
&lt;br /&gt;
→ Can be shared with another player once per day&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🎭 Final Scene (Always Run This) =&lt;br /&gt;
That night.&lt;br /&gt;
&lt;br /&gt;
The temple is quiet.&lt;br /&gt;
&lt;br /&gt;
The child sleeps.&lt;br /&gt;
&lt;br /&gt;
Breathing steady.&lt;br /&gt;
&lt;br /&gt;
Peaceful.&lt;br /&gt;
&lt;br /&gt;
Normal.&lt;br /&gt;
&lt;br /&gt;
Then—&lt;br /&gt;
&lt;br /&gt;
For just a moment—&lt;br /&gt;
&lt;br /&gt;
Their breathing stops.&lt;br /&gt;
&lt;br /&gt;
Silence.&lt;br /&gt;
&lt;br /&gt;
Stillness.&lt;br /&gt;
&lt;br /&gt;
Then it resumes.&lt;br /&gt;
&lt;br /&gt;
Only the aasimar hears it:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“…still here…”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Echo of the Stillborn Moment =&lt;br /&gt;
''Medium undead (aberration), Neutral Evil''&lt;br /&gt;
----'''Armor Class''' 13&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' 50 (8d8 + 16)&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft., hover 20 ft.&lt;br /&gt;
----'''STR''' 8 (−1)&lt;br /&gt;
&lt;br /&gt;
'''DEX''' 16 (+3)&lt;br /&gt;
&lt;br /&gt;
'''CON''' 14 (+2)&lt;br /&gt;
&lt;br /&gt;
'''INT''' 10 (+0)&lt;br /&gt;
&lt;br /&gt;
'''WIS''' 12 (+1)&lt;br /&gt;
&lt;br /&gt;
'''CHA''' 14 (+2)&lt;br /&gt;
----'''Saving Throws''' Wis +3, Cha +4&lt;br /&gt;
&lt;br /&gt;
'''Skills''' Perception +3, Stealth +5&lt;br /&gt;
&lt;br /&gt;
'''Damage Resistances''' Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks&lt;br /&gt;
&lt;br /&gt;
'''Damage Vulnerabilities''' Radiant&lt;br /&gt;
&lt;br /&gt;
'''Condition Immunities''' Charmed, Frightened, Grappled, Prone&lt;br /&gt;
&lt;br /&gt;
'''Senses''' Darkvision 60 ft., Passive Perception 13&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Understands Common but cannot speak&lt;br /&gt;
&lt;br /&gt;
'''Challenge''' 3 (700 XP)&lt;br /&gt;
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&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
=== 👁️ Flicker Form ===&lt;br /&gt;
The echo’s form jitters between moments.&lt;br /&gt;
&lt;br /&gt;
* Opportunity attacks against it are made at disadvantage.&lt;br /&gt;
* The echo can move through creatures and objects as if they were difficult terrain.&lt;br /&gt;
* If it ends its turn inside an object, it takes 5 (1d10) force damage.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 🩸 Soul Pull ===&lt;br /&gt;
At the end of its turn, if the echo is within '''10 feet of the child''', it attempts to draw the soul away.&lt;br /&gt;
&lt;br /&gt;
* The ritual suffers '''1 failure''', unless a creature within range uses its '''reaction''' to intervene.&lt;br /&gt;
* A creature that intervenes must succeed on a '''DC 13 Strength (Athletics) or Wisdom (Religion) check''' or take 5 (1d10) necrotic damage and be pushed 5 ft.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 🖤 Unfinished Existence ===&lt;br /&gt;
The echo exists in a half-state of being.&lt;br /&gt;
&lt;br /&gt;
* When reduced to 0 HP, it does not immediately vanish. Instead, it '''lingers until the end of its next turn''', during which it can still use ''Soul Pull'' but cannot take actions.&lt;br /&gt;
* Radiant damage bypasses this trait and destroys it instantly.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== ✨ Withering Touch ===&lt;br /&gt;
''Melee Spell Attack:'' +5 to hit, reach 5 ft., one target&lt;br /&gt;
&lt;br /&gt;
'''Hit:''' 10 (2d6 + 3) necrotic damage&lt;br /&gt;
&lt;br /&gt;
→ Target cannot regain hit points until the start of its next turn&lt;br /&gt;
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&lt;br /&gt;
=== 🖤 Grasp of the Unfinished (Recharge 5–6) ===&lt;br /&gt;
The echo reaches into a creature’s sense of guilt and absence.&lt;br /&gt;
&lt;br /&gt;
One creature within 30 ft. must make a '''DC 13 Wisdom saving throw'''.&lt;br /&gt;
&lt;br /&gt;
'''On a failure:'''&lt;br /&gt;
&lt;br /&gt;
* Takes 9 (2d8) psychic damage&lt;br /&gt;
* Has disadvantage on its next attack roll or saving throw&lt;br /&gt;
* Hears a whisper: ''“You left me.”''&lt;br /&gt;
&lt;br /&gt;
'''On a success:'''&lt;br /&gt;
&lt;br /&gt;
* Takes half damage and no disadvantage&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== 🌀 Distort Presence (Recharge 6) ===&lt;br /&gt;
The echo briefly destabilises the ritual space.&lt;br /&gt;
&lt;br /&gt;
* All creatures within 15 ft. must make a '''DC 13 Dexterity saving throw'''&lt;br /&gt;
* On a failure:&lt;br /&gt;
** They are '''restrained by spectral roots''' until the start of their next turn&lt;br /&gt;
* On a success:&lt;br /&gt;
** Movement speed is halved until the end of their next turn&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Bonus Action ==&lt;br /&gt;
&lt;br /&gt;
=== 🌫️ Phase Flicker (Recharge 4–6) ===&lt;br /&gt;
The echo teleports up to 20 feet to an unoccupied space it can see.&lt;br /&gt;
&lt;br /&gt;
* If it ends closer to the child, it gains '''advantage on its next Soul Pull check'''&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Reaction ==&lt;br /&gt;
&lt;br /&gt;
=== ⚡ Lashing Memory ===&lt;br /&gt;
When a creature within 10 ft. damages the echo:&lt;br /&gt;
&lt;br /&gt;
* That creature must succeed on a '''DC 13 Wisdom saving throw''' or take 5 (1d10) psychic damage and have disadvantage on their next attack&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
= 🌑 Variant: Fractured Echo (Elite Option) =&lt;br /&gt;
Use this if:&lt;br /&gt;
&lt;br /&gt;
* Party is performing well&lt;br /&gt;
* You want a mini-boss feel in final round&lt;br /&gt;
&lt;br /&gt;
----'''HP:''' 75&lt;br /&gt;
&lt;br /&gt;
'''AC:''' 14&lt;br /&gt;
&lt;br /&gt;
'''CR:''' ~4 equivalent when combined with others&lt;br /&gt;
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&lt;br /&gt;
=== Additional Trait — Splintering Form ===&lt;br /&gt;
When reduced below half HP:&lt;br /&gt;
&lt;br /&gt;
* Immediately spawns '''one standard Echo''' within 10 ft.&lt;br /&gt;
* Gains advantage on all attack rolls until end of its next turn&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== New Action — 🕳️ Tear the Veil (Recharge 6) ===&lt;br /&gt;
The echo attempts to rip the boundary between life and death.&lt;br /&gt;
&lt;br /&gt;
* 20 ft. radius centred on the child&lt;br /&gt;
* Creatures must make a '''DC 14 Constitution saving throw'''&lt;br /&gt;
&lt;br /&gt;
'''Failure:'''&lt;br /&gt;
&lt;br /&gt;
* Take 13 (3d8) necrotic damage&lt;br /&gt;
* Cannot take reactions until next turn&lt;br /&gt;
&lt;br /&gt;
'''Success:'''&lt;br /&gt;
&lt;br /&gt;
* Half damage&lt;br /&gt;
&lt;br /&gt;
'''Ritual Effect:'''&lt;br /&gt;
&lt;br /&gt;
* Counts as '''1 automatic ritual failure''' unless a player sacrifices their action to stabilise the circle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= ⚖️ Encounter Scaling Guide =&lt;br /&gt;
&lt;br /&gt;
== For 3 Players (Safer Version) ==&lt;br /&gt;
&lt;br /&gt;
* Max 2 Echoes active&lt;br /&gt;
* Remove Distort Presence ability&lt;br /&gt;
* HP: 45 each&lt;br /&gt;
&lt;br /&gt;
== For 4 Players (Standard) ==&lt;br /&gt;
&lt;br /&gt;
* Max 3 Echoes active&lt;br /&gt;
* Use full stat block&lt;br /&gt;
&lt;br /&gt;
== Hard Mode ==&lt;br /&gt;
&lt;br /&gt;
* Add Fractured Echo in Round 3&lt;br /&gt;
* Increase Soul Pull range to 15 ft.&lt;br /&gt;
* Environmental effects trigger twice in final round&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🎯 Tactical Role in Encounter =&lt;br /&gt;
These creatures are designed to:&lt;br /&gt;
&lt;br /&gt;
* '''Force positioning decisions''' (protect the child vs fight)&lt;br /&gt;
* '''Drain reactions''' (Soul Pull pressure)&lt;br /&gt;
* '''Disrupt concentration and checks'''&lt;br /&gt;
* Create '''emotional discomfort''', not just mechanical threat&lt;br /&gt;
&lt;br /&gt;
They should feel:&lt;br /&gt;
&lt;br /&gt;
* Persistent&lt;br /&gt;
* Unsettling&lt;br /&gt;
* Inevitable&lt;br /&gt;
&lt;br /&gt;
Not overwhelming—but never ignorable.&lt;/div&gt;</summary>
		<author><name>Roklor</name></author>
		
	</entry>
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