Large Monstrosity (Any Race, Human), Any Alignment
Armor Class 17 Natural (psychic barrier)
Hit Points 153 (18d10 + 54)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
9 (-1)
WIS
23 (+6)
CHA
17 (+3)
Saving Throws STR +9, WIS +12, CHA +9
Skills Insight +18, Perception +12
Condition Immunities Charmed
Senses Truesight 30 ft, Passive Perception 22
Languages All
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Memory Realm Master. Whenever the term "Memory Realm" is used in this statblock, you may use the ethereal plane as a substitute to satisfy all usage cases and rule determinations.

Legendary Resistance (3/Day). If Hollow fails a saving throw, they can choose to succeed instead.

Multi-Faceted and Many-Minded. Hollow is mechanically all genders, races, alignments, and creature types at all times. Hollow also has advantage on saving throws against being frightened, stunned, and knocked unconscious.

Too Many Minds. The numerous mental constructs in Hollow's mind leaves them especially vulnerable to psychic damage. Whenever Hollow takes psychic damage, they lose any resistances they have gained from their Psycholateral Displacement ability and return to the material plane.

Innate Spellcasting. Hollow's innate spellcasting ability is Wisdom (spell save DC 20). Hollow can innately cast the following spells, requiring no material components:

At will: [Tooltip Not Found], blindness/deafness, invisibility

1/day each: charm person, mirror image, sleep (level 7)

Magic Weapons. Hollow's weapon attacks are magical.

Devour History. Hollow can consume a creature's entire psyche, memories, and history if they are unconscious, willing, or incapacitated in a process that takes 1 hour and kills the target at the end of the process. Only by killing the memory eater can they be regained, and even then, it is not guaranteed.

Actions

Multiattack. Hollow makes two attacks, with either their slam or their psychic intrusion attacks. If Hollow is grappling a creature, they can also use siphon memory once.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and Hollow doesn't have two other creatures grappled.

Psychic Intrusion. Ranged Weapon Attack: +12 to hit, range 60/120 ft., one creature. Hit: 17 (2d10 + 6) psychic damage.

Siphon Memory. One creature grappled by Hollow must succeed on a DC 20 Wisdom saving throw or have a minor memory siphoned from its mind. The creature loses that memory forever, and Hollow learns it. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.

Psycholateral Displacement. As a bonus action Hollow moves partially into the border of the Memory Realm, remaining half in that realm and ours. They gain resistance to bludgeoning, piercing, and slashing from non-magical weapons in this state. 

Reactions

Devour Memory. When Hollow reduces a creature within 100 feet to 0 hit points, Hollow can consume a memory from that creature's history as a reaction. The creature permanently loses knowledge of that memory and Hollow gains it.

Legendary Actions

Hollow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hollow regains spent legendary actions at the start of their turn.

Psychic Intrusion. Hollow uses psychic intrusion.

Syphon Memory. Hollow uses syphon memory.

Mental collapse. Hollow targets a creature they can see within 60 feet of them. The target must make a DC 20 Wisdom saving throw, with disadvantage if Hollow has previously syphoned the target’s memories. On a failed save, the target takes 11 (2d10) psychic damage, and the target's hit point maximum is reduced by an amount equal to the psychic damage taken.

Description

This villain is for use in a My Hero Academia Setting.

Quirk: Memory Eater

History: Hollow has long forgotten who they are, having absorbed the memories of too many victims throughout their life. They possess the combined knowledge of hundreds of victims, giving them access to a large variety of skills and talents, however, they do not necessarily have the mental capacity and framework to store and catalogue all their memories and personalities for easy retrieval. Their loss of "self" causes them to constantly hunger for more memories, secretly hoping to discover who they were, through someone else's past. 

Personality quirks: Hollow does not have all their memories and personalities catalogued perfectly. Recalling a memory or particular skill is sometimes not instantaneous and cannot be relied upon in cases of extreme duress. They use the plural pronouns and refer to themselves as "we" and "us" in speech. They sometimes make statements that appear conflicting to others when referring to themselves or their knowledge, however, that is only because they are talking under a particular personality at the time. I envision Hollow with one voice, but Hollow could be played with numerous different character voices a la the movie "Split". Regardless of how Hollow is portrayed, an overarching "hunger" for memories should be malevolently present in everything they do and say.

Physical Description: This tall and broad-shouldered figure is extremely gaunt with a pallid skin tone. When using their quirk, they assume a much larger form, their chest expanding to reveal a number of faces on their body that match those of their past victims. They also have transcended our world slightly, their consciousness expanding to include a larger multidimensional space in order to allow them to hold all the memories they have consumed. This gives Hollow an ethereal appearance when their quirk is fully manifested. Carrying all the memories of all their victims has long left Hollow devoid of knowing what they ever were to begin with. Hollow is especially adept at impersonating others from their voice to all facts about their life. They cannot, however; change their appearance to match their intended target without external help.

Tactics: Hollow closes range as quickly as possible in order to grapple and use syphon memory while also partially transitioning to the memory realm using psycholateral displacement. This increases their durability significantly. Hollow's automatic grapple should lock down targets unless they choose to use their actions to escape, putting the action economy in favor of Hallow. Hollow prioritizes taking out a target it has begun syphoning, unless truly forced or encouraged to more to another. Or if they think that another target might have useful information to syphon. They also use mental collapse at least once per turn. If Hollow is loosing a battle, they do not hesitate to flee in favor of self-preservation, leaving their targets drained mentally, and relying on the memories they have consumed to be able to lead them back to their targets should they wish/need.

Jack -- I could see an argument for an immunity OR a vulnerability to psychic damage for Hollow. You know your party better than I, I'd suggest making the adjustment as necessary.

Also, the "Too Many Minds" negative ability might make Hollow too easy to defeat for your party depending on their psychic damage-dealing capabilities. 

Also also, depending on how many magic weapons your party has, consider increasing the resistance to bludgeoning, piercing, and slashing damage to non-magical weapons to apply to all weapons magical or otherwise. That way they really have to overcome their memory realm transitioning to hurt them significantly. Just be careful, this effectively doubles Hollow's health if the party cannot overcome this by dealing psychic damage.

Also also also, I like to envision Hollow's mastery over their quirk to be chaotic and fleeting, and that this limits them from being able to syphon a specific memory directly from their targets. However, I'd fully encourage you to syphon whatever memory would be most appropriate story-wise!

aethersquall

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