
* image source: [well-played.com.au](https://www.well-played.com.au/the-hype-train-destiny-the-taken-king).*
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>## Echo of Oryx
>*Large construct, neutral evil*
> ___
>**Armor Class** 18 (natural armor)
>**Hit Points** 228 (24d10 + 96)
>**Speed** 0 ft., fly 80 ft. (hover)
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>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|20 (+5)|18 (+4)|19 (+4)|15 (+2)|16 (+3)|19 (+4)|
>___
>**Saving Throws** Dex +9, Wis +8, Cha +9
>**Skills** Insight +8, Perception +8
>**Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
>**Damage Immunities** poison
>**Condition Immunities** blinded, charmed, exhaustion, frightened, poisoned, prone
>**Senses** blindsight 60ft., darkvision 300 ft., passive Perception 18
>**Languages** all, telepathy 120 ft.
>**Challenge** 16 (15,000 XP)
>___
>
>***Eldritch Anchor.*** The echo provides a stabilizing link to the Taken within a 1 mile radius area. Taken using any form of teleportation or planar travel can target an unoccupied space within this area as if it were a massive permanent teleportation circle or as if they are very familiar with it. Ability checks made to summon Taken within this area succeed automatically, and Taken within the area have advantage on saving throws against unwilling planar travel initiated by hostile creatures, such as the *banishment* spell.
> When the echo is destroyed, any Taken within 120 feet of it are banished immediately.
>
>***Legendary Resistance (1/Day).*** If the echo fails a saving throw, it can choose to succeed instead.
>
>***Necrotic Shroud.*** The echo is shrouded in a fine black mist of necrotic essence. A creature that moves to within 5 feet of the echo for the first time on its turn, or starts its turn there must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage.
>
>***Innate Spellcasting.*** The echo's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The echo can innately cast the following spells, requiring no material components:
>
>At will: *compelled duel, darkness, eldritch blast, misty step*
>3/day each: *hold person, hunger of hadar*
>1/day: *crown of stars*
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>
>### Actions
>
>***Multiattack.*** The echo makes three weapon attacks, or makes one weapon attack and casts one of its innate spells that has a casting time of 1 action.
>
>***Willbreaker.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 15 (3d6 + 5) slashing damage plus 7 (2d6) necrotic damage. A creature reduced to 0 hit points by this attack automatically fails any death saves it makes until it regains at least 1 hit point.
>
>***Grasp of the King.*** The echo reaches out with one hand toward a creature it can see within 30 feet of it, grasping it with a telekinetic grip. The creature must succeed on a DC 17 Strength check or become grappled and restrained until the end of the echo's next turn.
> Until the grapple ends, the target takes 13 (2d12) force damage and 13 (2d12) necrotic damage at the start of each of its turns, and the echo regains a number of hit points equal to the necrotic damage dealt. The grapple ends immediately if the echo takes at least 21 points of damage in a single turn.
> The echo can use its action on subsequent turns to maintain this effect until the end of its next turn. If the echo maintains this grip for 3 of its turns consecutively, the target is reduced to 0 hit points.
>
>***Summon Taken (Recharge 6).*** The echo chooses any number of Taken whose combined CR does not exceed 8 and attempts a magical summoning. Roll a d20. If the result is greater than the combined CR of the Taken being summoned, the summoning is a success.
>
>***Possess Taken (Recharge 6).*** One Taken that the echo can see within 60 feet of it is possessed by the echo; the echo then disappears, and the target is incapacitated and loses control of its body. The echo now controls the body but doesn't deprive the target of awareness. The echo can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, and gains a +3 bonus to all attack rolls, ability checks and saving throws made during the possession.
> The possession lasts until the body drops to 0 hit points or the echo ends it as a bonus action. When the possession ends, the echo reappears in an unoccupied space within 5 feet of the body.
>
>***Take.*** The echo targets one creature it can see within 60 feet of it, and attempts to draw it into its home realm, converting the creature into one of the Taken. The echo rolls percentile dice. If the result is greater than the target's hit points, it must succeed on a DC 18 Charisma saving throw or be taken.
> A taken creature disappears through a momentary portal, returning as a Taken after 1d4 rounds. Apply the Taken template to the character, which is now completely loyal to Oryx and the Taken.
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