Amorphous. The Corporeal Reflection can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The Corporeal Reflection can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Aversion to Fire. If the Corporeal Reflection takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Innate Spellcasting. The Corporeal Reflection's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following
spells, requiring no material components:
At will: charm person (as 3th-level spell), detect thoughts, hold person.
2/day each: confusion, dominate person, fear, hold monster, hypnotic pattern.
Identity Theft. As a bonus action, the Corporeal Reflection can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates although something feels amiss to the creatures that know the person Corporeal Reflection impersonates.
The Corporeal Reflection can impersonate 3d4 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical
purposes, the simulacrum is the Corporeal Reflection, meaning the Corporeal Reflection occupies its space and the simulacrum's space simultaneously.
The slimy tether has 20hp but is immune to nonmagical damage, immune to bludgeoning attacks, and has resistance to all other forms of damage. The simulacrum disappears if the tether is severed.
Tactics: Corporeal Reflections avoid direct combat if they can, using their impersonation abilities instead to lure victims into danger and drain their memories. They hide in small, hard-to-reach cracks, crevices, dark corners, etc, and then use their Identity Theft ability to isolate their opponents. If their ruse is revealed they will use their mind affecting abilities to confuse the opposition and retreat to safety.
Multiattack. The Corporeal Reflection makes two pseudopod attacks and uses consume memories.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) psychic damage.
Consume Memories. The Corporeal Reflection targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 22 (4d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from restoration spells. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
When a Corporeal Reflection causes a target to become memory drained, the Corporeal Reflection learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Description: Corporeal Reflections were designed by encephalids with the purpose to serve as advance scouts, spies, and assassins against the human race and their allies. Their appearance is that of a greenish amorphous ooze, many different humanoid heads emerging for a few seconds on its surface and then receding. But usually when someone encounters a corporeal reflection will see only the person it impersonates as the real monster will be hidden somewhere nearby.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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