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 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: charm person (as a 5th-level spell), detect thoughts, hold person
- 3/day each: confusion, dominate person, fear, hypnotic pattern, greater invisibility
- 1/day each: mass suggestion, telekinesis
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 creatures that know the person the Corporeal Reflection impersonates.
The Corporeal Reflection can impersonate 4d4 different creatures, each one tethered to its body by a strand of slime that can extend up to 150 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 30 hit points, 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.
Multiattack
The Corporeal Reflection makes two pseudopod attacks and uses Consume Memories.
- Pseudopod: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage plus 27 (6d8) psychic damage.
Consume Memories
The Corporeal Reflection targets one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) psychic damage and become memory drained until it finishes a short or long rest or benefits from restoration spells. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d6 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 d6 becomes a d8, the d8 becomes a d10, 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.
Reflective Charm (Recharge 5–6)
When a creature within 30 feet targets the Corporeal Reflection with an attack or harmful ability, the Corporeal Reflection can force the attacker to succeed on a DC 16 Charisma saving throw or redirect the attack or ability to itself or another target of the Corporeal Reflection's choice within 30 feet of the attacker.
The Corporeal Reflection can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Pseudopod Attack: The Corporeal Reflection makes one pseudopod attack.
- Consume Memory (Costs 2 Actions): The Corporeal Reflection uses its Consume Memories action.
- Identity Switch (Costs 2 Actions): The Corporeal Reflection swaps its position with one of its simulacra, teleporting to its space while the simulacrum teleports to its own.
Description
Description: Corporeal Reflections were designed by illithids with the purpose to serve as advance scouts, spies, and assassins against the human race and their allies. Their appearance is that of a greyish 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.
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 mindaffecting abilities to confuse the opposition and retreat to safety.
Credit: Modified from ArchVillian Games Descent into Madness Module
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