Medium Aberration, Typically Neutral Evil
Armor Class 15 Natural armor
Hit Points 95 (9d10 + 45)
Speed 40 ft., climb 40 ft.
STR
15 (+2)
DEX
18 (+4)
CON
10 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +7, CHA +8
Damage Resistances Psychic
Condition Immunities Charmed
Senses Passive Perception 11
Languages All languages known by its master and previous victims
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Evasive. The False Witness takes no damage from area effects if it succeeds on a Dexterity saving throw, and half on a failed one.

Spider Climb. The False Witness can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Three Heads. The False Witness has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, frightened, stunned, and knocked unconscious. 

Actions

Multiattack: The False Witness makes four attacks: three with its claws, and one with its bite using a head that is not singing.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 2) slashing damage.

First Blindsong. The False Witness attempts to mask its presence with a mind-altering song. Creatures one mile cannot perceive the False Witness, and will forget it exists. Creatures previously hostile to the False Witness within the last minute can roll a DC 17 Wisdom (Perception) check. A creature can reroll this check whenever the False Witness deals damage to them or an ally they can see. On a success, the effect ends for that creature. First Blindsong ends when the False Witness's concentration is broken, or as a free action.

Second Blindsong. The False Witness renders itself the only perceivable entity with a mind-altering song. Any targeted creature hearing the second song for the first time must succeed of a DC10 (+1 for each creature hidden) Wisdom saving throw or be frightened. Also, it cannot communicate nor interact with anything except the False Witness. Each turn, a target can roll a DC 17 Wisdom (Perception) check to resist these effects. Second Blindsong ends when the False Witness's concentration is broken, or as a free action.

Bonus Actions

Distort Memory. The False Witness uses its third song to plant fake memories into the minds of its enemies. However, lies spun in the thick of combat must be quick, subtle, and target few creature. Distort Memory can take one of the following effects, but not the same effect two turns in a row:

  • Displacement. The False Witness adds its charisma modifier to its armor class until the start of its next turn, and can take opportunity attacks when a creature misses within 5 ft.
  • Fumbled Training. Up to two creatures forget their proficiencies until the start of their next turn.
  • Fumbled Semantics. Up to two creatures will miss-perform spells beyond 1st level until the start of their next turn. Unsuccessful spells will not consume slots, but waste an action.
  • Stray Mind. Creatures concentrating on spells within 30 ft. of the False Witness lose concentration.
  • Decoy Visage. The False Witness regains all hit points lost from the last attack it received to a maximum of 12, and moves up to 15 ft. without provoking attacks of opportunity. This cannot be used again until the False Witness takes more damage, nor to undo a critical hit.

Description

Harbingers of lies and deception, False Witnesses are the result of powerful wizards and cultists attempting to recreate a False Hydra as their familiar. Their intended purpose is to safeguard sensitive knowledge to which they are "bound" by destroying anyone who learns of said secrets, should it be an incantation to a world-ending ritual, the true name of a powerful demon, or the location of a lich's phylactery. A False Witness is smaller than its more infamous counterpart, but strides quick upon five pairs of spindly arms. Hooked claws and a disproportionate strength makes them excellent climbers for reaching their quarry, and rewards swift death to those who resist their mind-altering songs.

Creating a False Witness is a dangerous endeavor, yet few would know the monumental risks involved when failure means being expunged from living memory. For every Witness that pledges fealty to a summoner, dozens more lurk unseen across the multiverse. Those without masters revel in spreading falsehoods and hoarding peculiar knowledge. As such, their favorite places to dwell include libraries, archives, temples, tribunals, and schools, especially ones that teach magic.

Seekers of truth and knowledge are their most sought for prey.

 

The Three Songs: A False Witness always has three heads, and each knows a different song.

The left-most head chants the infamous blindsong much like a False Hydra. Creatures who can hear this song cannot perceive the False Witness's presence without the aid of divination magic. Any memory one has of seeing the False Witness, along the memory of its devoured victims ever existing, are lost forever to these foul verses. As a familiar, however, the masking effect of blindsong extends to their masters if present.

The right-most head resonates the inverted equivalent of the left head's blindsong. Rather than phase out the False Witness from the perception of lesser beings, this song renders it so intended victims cannot perceive or remember any living creature besides the False Witness. The False Witness uses this song to scatter its enemies and spread chaos in the midst of combat. Those under its effect often flee in terror, convinced that they stand alone against such a monstrosity. Even if seasoned adventurers can call out this illusion, being unable so see, communicate, or support each other is a grave disadvantage. This song is especially dangerous when the False Witness has allies nearby.

The middle head sings the third, and arguably most insidious, of the three songs. While a False Hydra erases memories, a False Witness's songs are refined to distort, exaggerate, or even fabricate new memories to implant into the minds of victims. These fake recollections can manifest as anything from a Mandela effect, to a series of events that never happened. Sometimes, victims forgotten to the aforementioned blindsong are used as characters in these narratives. A False Witness must use caution when putting this ability in play, for mounting inconsistencies might draw the suspicion of potential enemies.

 

 

Monster Tags: beast companionaberration

Habitat: UnderdarkUrban

Homicidal_Harry

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