Incorporeal Movement. The Amnesia Specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends it turn inside an object.
Sunlight Sensitivity: While in sunlight, the Amnesia Specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magic Resistance: The Amnesia Specter has advantage on saving throws against spells and other magical effects.
Unusual Nature. The Amnesia Specter doesn’t require air, food, drink, or sleep.
Amnesia: Any creature who targets the Amnesia Specter with an attack or harmful spell must first make a Wisdom 14 saving throw. On a failed save, the creature forgets what it was doing and loses its action.
Forgetful Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) psychic damage, and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the Amnesia Specter’s next turn.
Life Drain. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (5d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
During their lives, these specters lived terrible experiences, war, tortures or horrific accidents. Just before they died their souls left their bodies and almost all of their memories. So they don't know why they are wandering this world without meaning. They become aggressive and absorb the memories of others for clues about their past.
An Amnesia Specter feeds on life and the memories of the living beings they encounter. They usually appear only at night and always attack the creature that is closest regardless of their appearance.
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