Don't overthink this
Breathe easy - you cannot do this wrong. Some DMs will favor ability checks over contests and some will lean more heavily on passive over active checks: each of these DMs is playing the game by the rules because "the DM decides what happens".
How to Play
First of all, focus on the fundamental rule of D&D 5e:
1. The DM describes the environment.
2. The players describe what they want to do. ...the DM decides what happens, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions.
(PHB p.6 "How to Play", paraphrased)
Note that rolling an ability check is never a requirement. In general, ability checks are only called for where:
- the result is uncertain. Convincing the nothic to do what it wants to do doesn't require a roll. And
- failure is an option. That is to say, failure presents new and interesting options to the players that are significantly different to what success would provide. Failing to convince the nothic not to eat you is going to lead to a combat which is different from not having a combat. And
- there are no re-runs. If the characters' can just keep trying until they succeed then just let them succeed. Failing to convince the nothic not to eat you means that its going to try and eat you right now.
Ability Checks versus Contests
Page 174 of the Player's Handbook calls out the distinction between an ability check which is made against a DC set by the DM and contest where each creature makes an opposed ability check.
Ability Check
For every ability check, the DM decides which o f the six
abilities is relevant to the task at hand and the difficulty
of the task, represented by a Difficulty Class.
Contest
Sometimes one character’s or monster’s efforts are
directly opposed to another’s.
Both participants in a contest make ability checks
appropriate to their efforts. They apply all appropriate
bonuses and penalties, but instead of comparing the
total to a DC, they compare the totals of their two
checks. The participant with the higher check total wins
the contest. That character or monster either succeeds
at the action or prevents the other one from succeeding.
It is worth noting that the outcomes of contests are more random since they involve at least 2 rolls (more if advantage/disadvantage).
Passive Checks
In addition to that, p. 175 introduces the idea of a passive check:
A passive check is a special kind of ability check that
doesn’t involve any die rolls. Such a check can represent
the average result for a task done repeatedly, such as
searching for secret doors over and over again, or can
be used when the DM wants to secretly determine
whether the characters succeed at something without
rolling dice, such as noticing a hidden monster.
The goblins
The author is suggesting:
A contest: the characters' Wisdom (Perception) is being opposed by the goblins' Dexterity (Stealth).
A passive check: presumably because this is specifically the example given as to when these are appropriate, "noticing a hidden monster".
Equivalently, the DM could call for the players to make an active Wisdom (Perception) check and use the Goblins' passive Dexterity (Stealth): this is mechanically equivalent. Note that an active vs active check is not mechanically equivalent - an active check improves the characters' chances by 2.5%.
The advantages of the author's suggestion are:
- the player's remain in ignorance of why the DM is rolling dice - this can ratchet up tension if you get in the habit of occasionally rolling the dice and making "hmmmm" noises even when there is nothing to roll for. In contrast, asking the players' to make a Wisdom (Perception) check clue them into the fact that there may be something they are missing - unless you also occasionally call for these for no reason as well.
- Active checks are appropriate when the characters are being, well ... active. Be alert for when this happens "I look into the bushes" should trigger an active check. Active checks should never give worse results than a passive check: actively looking for you missing sock is not going to decrease the chance that your eye will light on it by chance.
The nothic
Is a roll called for? If the characters offer the nothic what it wants at trivial cost why would you roll? Other than the fact that the damn thing is insane and you may want to model this with randomness.
What you should determine is if this is a contest or not. It becomes a contest when "one character’s or monster’s efforts are directly opposed to another’s". In a negotiation this is not, or not necessarily, the case. If you decide that it is a contest then a Charisma (Persuasion) by the character is opposed by a Wisdom (Insight) by the nothic with advantages/disadvantages applied depending on the inclination of the nothic to do what they want anyway. If you decide that it isn't then just set a difficulty representing how hard it is to persuade and insane creature to do whatever is being asked.
Passive checks are inappropriate here.
Generalizing
Don't roll unless you have to.
A contest is appropriate when there is active opposition and the skill of the opponent is relevant to the outcome. For example a Charisma (Deception) check is more likely to be a contest then a Charisma (Persuasion) check.
Passive checks are appropriate where a creature is not actively engaged.
If there is a passive check and an active check it is irrelevant which is which. An active Dexterity (Stealth) check vs a passive Wisdom (Perception) is exactly the same as a passive Dexterity (Stealth) check vs an active Wisdom (Perception). This allows you to let the most appropriate person roll the dice: the DM if you are keeping secrets or the players if you want them more engaged in the outcome.
Basic
I'm going to address the general case rather than the highly specific example in the question. General guidance will be more useful to other readers with a similar question.
That said, let's start with the rules text...
If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the counter.
By definition, the whole group of player characters are trying to surprise the monsters, or none of them are. The less-capable ones can remain stationary and further away to facilitate that surprise, but they're still involved and still need to roll. The surprised/not surprised status is determined before initiative is rolled.
The reality is that the entire party is trying to be stealthy - some are just trying to do it while moving. The thunky rear guard group still needs to make Dexterity (Stealth) checks, but there are some modifiers that should be applied - advantage and disadvantage.
- The complete lack of motion could grant the folks hanging behind advantage on their checks - in all likelihood simply washing with the disadvantage from the armor they're probably wearing.
- The distance and obstructions could impose disadvantage on the passive Perception of the enemies, but only against the rear guard and only if they're far enough back that the distance is a hindrance to the targets. If they're just outside the room, no disadvantage should apply. If they're down the hall or around a corner, then it just might.
In effect, the advance team rolls Stealth with a DC of the targets' Passive Perception. The rear guard rolls Stealth with advantage against a DC equal to the targets' Passive Perception - 5.
From there, simply follow the normal rules for surprise. What they can do when the round begins can vary - maybe they don't have enough movement to get close enough to do anything, maybe they're forced to dash, maybe they have to use ranged attacks. There is no "Surprise Round" in 5E, as in previous editions.
Advanced
Because the rear guard is also ignorant of when the advance team actually strikes, it may be desirable (or at least somewhat more realistic) to consider them as three "sides" in the engagement, despite the fact that two are naturally allied.
Compare the rear guard's Passive Perception (you may consider giving them +5 for advantage because they know something is coming, just not exactly when) to the advance team's Stealth rolls, too, then follow the normal rules for surprise. This makes it possible for the rear guard to be surprised during the first round, making them a bit slow to engage because they have to wait for the sounds of conflict to know when to move in.
Alternatively, another method to reflect the rear guard's imperfect information would be to impose disadvantage on their Initiative checks. This could be interpreted or explained as them waiting until they're absolutely certain they heard the fight begin before moving in.
Advantage & Disadvantage
Advantage and disadvantage are among the most powerful tools at the DMs disposal for rewarding player thoughtfulness. They exist as a quick way to grant a benefit or drawback if the situation is good for a given participant. It has an almost minimal impact on speed of play, but can make players feel like their non-mechanical ideas have impact. What the exact advantage is doesn't matter. What the exact disadvantage is doesn't matter. If they have a big enough one to matter, apply it.
Best Answer
Not really
The skills are:
Strength
Athletics
The echo does not need (nor can it) climb or jump or swim, etc. It simply is moved 30 feet at a time by the knight. No check is required for this.
The echo is not granted the ability to lift or carry or drag objects so no check is able to be made.
When grappling or shoving, the rules say that it is the knight that is making the attack/grapple/shove check, not the echo.
Dexterity
Acrobatics
As above, the echo does not need to attempt to maintain balance or swing from ropes, etc. It simply is moved 30 feet at a time by the knight. No check is required for this. In addition, it is immune to all conditions so it would never need to make an acrobatics check to escape a grapple.
Sleight of Hand
The echo is not granted the ability to pick pocket (a la Arcane Trickster Rogue's ability Mage Hand Legerdemain) or manipulate the environment in any way.
Stealth
The echo, as above, is simply moved by the knight. It does not possess the ability to move of its own accord and so it can't move stealthily or attempt to hide. Moreover, since the knight is the creature making the attack, the rules for unseen attackers, etc apply with regard to the knight, not to the echo. This can get weird, depending on how you interpret the rules (this closed question is relevant).
Intelligence
The knight would be the one to make any of these checks because the knight has the knowledge and ability to reason, not the echo: Arcana, History, Investigation, Nature, Religion.
Wisdom
Animal Handling
The knight would be the one to make any such check because the echo can't manipulate the environment.
Insight
The knight would be the one to make any such check because the echo can't reason.
Medicine
The knight would be the one to make any such check because the echo can't reason and the knowledge would reside with the knight.
Perception
The knight would be the one to make any such check, even after it gets the feature Echo Avatar at level 7 because the rules clearly say "You [the knight] can see through your echo's eyes and hear through its ears."
Survival
The knight would be the one to make any such check. The echo can't track or reason, doesn't need food/water, etc.
Charisma
Deception
The echo does not possess the ability to speak. It is possible to imagine a situation where the echo is used as a decoy of some sort (call it a passive deception). But as the echo is created by (and an image of) the knight, the onus would be on the knight to change its appearance to look like whatever it wanted the decoy to look like and therefore, as a DM, I would still require the check from the knight, not the image.
Intimidation
Similar to Deception but with the added caveat that, if a knight were to, say, try and intimidate a creature by making that creature think that it was outnumbered by more than one knight, I might rule that the echo's presence helped in some way but it would still be the knight that makes the check.
Performance
Similar to Intimidation or Deception.
Persuasion
Similar to all the other Charisma-based checks.
Given the limited capabilities the echo has (which is to say none that the knight doesn't take itself) I can't think of a situation where the echo would be required to or capable of making an ability check on its own.