Unknown Shores
Spectral Memory CR: 2
Medium undead, neutral
Armor Class: 13
Hit Points: 36 8d8
Speed:
, fly: 50 ft
Saving Throws: Wis +3, Cha +3
Skills: Insight +3, Perception +3
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Elvish
Challenge Rating: 2
( 450 XP)
Proficiency Bonus: +2
Incorporeal Movement
The spectral memory 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.
Memory Fracture
Each time the spectral memory hits a creature with Memory Drain, it gains one memory fragment (maximum 3). The spectral memory gains a +1 bonus to attack rolls for each memory fragment it has. While the spectral memory has 2 or more memory fragments, creatures have advantage on ability checks made to use Confront Identity or Restore Identity.
Light Sensitivity
While in bright light, the spectral memory has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Fractured Identity
A creature within 30 feet of the spectral memory that can speak and be heard by it can use its action to interact with its unstable identity in one of the following ways:
Confront Identity. The creature makes a DC 12 Charisma (Deception, Intimidation, or Persuasion) check. On a success, the spectral memory loses one memory fragment and has disadvantage on the next attack roll it makes before the end of its next turn. On a failure, the spectral memory has advantage on attack rolls against that creature until the end of its next turn.
Restore Identity. If the spectral memory has 2 or more memory fragments, the creature makes a DC 12 Intelligence (Arcana or Religion) or Charisma (Persuasion) check. On a success, the spectral memory loses all memory fragments and is incapacitated until the end of its next turn. If this effect is successfully applied twice on separate turns, the spectral memory is destroyed.
Actions
Multiattack
The spectral memory makes one Memory Drain attack.
Memory Drain
Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) necrotic damage, and the target must succeed on a DC 12 Wisdom saving throw or suffer memory loss for 1 minute. While affected, the creature subtracts 1d4 from attack rolls and ability checks it makes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature can be affected by only one instance of this effect at a time.
Collapse of Identity (Recharge 5–6)
The spectral memory releases its stolen identities. Each creature within 15 feet must make a DC 12 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and can’t take reactions until the end of its next turn. On a successful save, the creature takes half as much damage and suffers no additional effect. The spectral memory then loses all memory fragments.
Bonus Actions
Borrowed Self
The spectral memory targets one creature within 30 feet that is affected by its Memory Drain. The target must succeed on a DC 12 Wisdom saving throw or the spectral memory assumes aspects of its identity until the end of the spectral memory’s next turn. During this time, the spectral memory has advantage on attack rolls against that creature, and the target has disadvantage on attack rolls against the spectral memory.
A pale, flickering figure drifts forward, its face shifting between unfamiliar features as it whispers in broken voices, “Is this… me?”
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