So got a little creative and wanted to make a monster. What do you get when you blend a false hydra, Oblex, and the Silence and Weeping Angles from Doctor Who together. I call it The Forget-Me-Not. All and any feedback is welcomed and appreciated.
Always lurking where stories of adventure can be heard, a Forget-Me-Not can be found. They consume the memories of the thrills of adventure, the allure of death beckoning,the triumph of being a hero, and stories of legends. The more exciting the tale, the more power the Forget-Me-Not grows. They are able to sustain themselves off the imaginary adventures children make believe, but it’s the real stories that bring power. The Forget-Me-Not uses their psionic powers to drain these memories, making those who tell the stories forget small details over time. To hunt its prey the Forget-Me-Not will create a den near a location where people gather to tell of adventures, a frequently visited camp site, under a tavern, an area where children play, or even in the walls of a war room. Using its Melody of Memories, the Forget-Me-Not is able to determine how strong willed a creature is, and will attempt to siphon the memories from the weak, however those with stronger wills can recall more and are able to provide greater power. If the Forget-Me-Not is discovered it has a passive ability to have the creature looking at it forget it was there, anytime a creature looks away or blinks, creating false memories that it was never there to begin with. The Forget-Me-Not is a vibrant blue creature with a slender vine like body, a single yellow eye in the center of a flowering head. Despite its plant like appearance, this creature has a fleshy rubbery texted to its skin, and sharp hooks on the tips of the vine like appendages.
Magic Resistance: The Forget-Me-Not has advantage on saving throws against spells and other magical effects
Melody of Memories: The Forget-Me-Not telepathically sings a song. All creatures within a 120 foot radius sphere can hear this song. A DC 15 Wisdom Save determines if the creature can hear the song. Those who fail are more likely to be attacked by the Forget-Me-Not.
Blink and You’ll Forget: Hostile creatures within 60 feet of the Forget-Me-Not must make a DC 15 Wisdom saving throw or forget the Forget-Me-Not at the end of each turn when they blink or looks away. Creatures who fail have their memory ofthe Forget-Me-Not removed, and only remember looking at nothing. Creatures can attempt to keep their eyes open, making a DC 10 constitution save, on a save the creature does not have their memory taken. The DC increasing by 2 each turn the creature keeps their eyes open, resetting back to 10 once they blink. Once a creature blinks after failing to keep their eyes open, they have disadvantage on the following DC Wisdom Save.
Innate Spell casting (psionic): Innate spell casting ability is Wisdom (Spell Save DC 15) it can cast the following Innately without spell components.
At Will: Detect thoughts
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Thorns. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Memory Blast. (Recharge 3) Forget-me-not makes a psionic attack in a 60-foot cone. Creatures within this area must make a DC 15 Wisdom saving throw taking 22 (4d8+4) psychic damage or half on a success.
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Don't piss me off. I'm close to leveling and you look like just enough EXP
So got a little creative and wanted to make a monster. What do you get when you blend a false hydra, Oblex, and the Silence and Weeping Angles from Doctor Who together. I call it The Forget-Me-Not. All and any feedback is welcomed and appreciated.
Always lurking where stories of adventure can be heard, a Forget-Me-Not can be found. They consume the memories of the thrills of adventure, the allure of death beckoning, the triumph of being a hero, and stories of legends. The more exciting the tale, the more power the Forget-Me-Not grows. They are able to sustain themselves off the imaginary adventures children make believe, but it’s the real stories that bring power. The Forget-Me-Not uses their psionic powers to drain these memories, making those who tell the stories forget small details over time. To hunt its prey the Forget-Me-Not will create a den near a location where people gather to tell of adventures, a frequently visited camp site, under a tavern, an area where children play, or even in the walls of a war room. Using its Melody of Memories, the Forget-Me-Not is able to determine how strong willed a creature is, and will attempt to siphon the memories from the weak, however those with stronger wills can recall more and are able to provide greater power. If the Forget-Me-Not is discovered it has a passive ability to have the creature looking at it forget it was there, anytime a creature looks away or blinks, creating false memories that it was never there to begin with. The Forget-Me-Not is a vibrant blue creature with a slender vine like body, a single yellow eye in the center of a flowering head. Despite its plant like appearance, this creature has a fleshy rubbery texted to its skin, and sharp hooks on the tips of the vine like appendages.
Medium Aberration, Lawful Evil
Armor Class 14 (Natural Armor)
Hit Points 75 (10d8+30)
Speed 30ft
STR
DEX
CON
10(+0)
12(+1)
12(+1)
INT
WIS
CHA
17(+3)
19(+4)
17(+3)
Saving Throws: INT +3, WIS +4, CHA+3
Skills: Deception +3, Insight +4, Perception +4, Stealth +4
Senses: Darkvision 120ft, Passive Perception 16
Language: Telepathy 120ft
Challenge Rating: 5
Magic Resistance: The Forget-Me-Not has advantage on saving throws against spells and other magical effects
Melody of Memories: The Forget-Me-Not telepathically sings a song. All creatures within a 120 foot radius sphere can hear this song. A DC 15 Wisdom Save determines if the creature can hear the song. Those who fail are more likely to be attacked by the Forget-Me-Not.
Blink and You’ll Forget: Hostile creatures within 60 feet of the Forget-Me-Not must make a DC 15 Wisdom saving throw or forget the Forget-Me-Not at the end of each turn when they blink or looks away. Creatures who fail have their memory of the Forget-Me-Not removed, and only remember looking at nothing. Creatures can attempt to keep their eyes open, making a DC 10 constitution save, on a save the creature does not have their memory taken. The DC increasing by 2 each turn the creature keeps their eyes open, resetting back to 10 once they blink. Once a creature blinks after failing to keep their eyes open, they have disadvantage on the following DC Wisdom Save.
Innate Spell casting (psionic): Innate spell casting ability is Wisdom (Spell Save DC 15) it can cast the following Innately without spell components.
At Will: Detect thoughts
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Thorns. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Memory Blast. (Recharge 3) Forget-me-not makes a psionic attack in a 60-foot cone. Creatures within this area must make a DC 15 Wisdom saving throw taking 22 (4d8+4) psychic damage or half on a success.
Don't piss me off. I'm close to leveling and you look like just enough EXP
I think it's awesome, but I do wonder how it would respond to an enemy with blindsight and what effect would truesight have, if any.
I think it would be cool if the Memory Blast's damage increased with the amount of stories it has heard, or memories it has absorbed.