Huge Ooze, Chaotic Neutral
Armor Class 13
Hit Points 154 (16d12 + 50)
Speed 20 ft.
STR
15 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
22 (+6)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws INT +10, CHA +8
Skills Arcana +10, Deception +8, History +10, Insight +5, Religion +10
Damage Vulnerabilities Fire
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Prone
Senses Blindsight 60ft. (blind beyond this range), Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish, Halfling, Infernal, Orc, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amorphous. The Aberrant Memory can move through a space as narrow as 1 inch wide without squeezing.

Simulacra Concentration. If at least one simulacrum remains, the Memory has advantage on Constitution saving throws made to maintain concentration on spells.

Aversion to Fire. If the Aberrant Memory takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. It also loses the benefit of Simulacra Concentration until the end of its next turn.

Innate Spellcasting. The Aberrant Memory's spellcasting ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    At will: detect thoughts, hold person, dissonant whispers
    3/day each: confusion, hypnotic pattern, telekinesis, phantasmal force
    1/day each: charm person (as a 5th level spell), dominate person, fear, hallucinatory terrain, hold monster

Sulfurous Impersonation. As a bonus action, the Memory 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, though it smells faintly of sulfur. The Memory can impersonate 4 different creatures at a time, each one tethered to its body by an extremely thin, transparent strand of slime. For all practical purposes, the simulacrum is the Memory, meaning that the Memory occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the Memory's main body and the simulacrum. The simulacrum disappears if the tether is severed. Half of any damage dealt to a simulacrum is applied to the Memory, and each simulacrum can take 15 damage before disappearing.

Actions

Multiattack. The Aberrant Memory makes two simulacrum strikes or two pseudopod attacks, or one physical attack and Psychic Lash.

Simulacrum Strike. The Memory uses a simulacrum to attack its target. Unarmed Attack: +6 to hit, reach 5 ft. (from simulacrum), one target. Hit: 7 (1d10 + 2)

Pseudopod. Unarmed Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 2)

Psychic Lash. The Memory targets a creature it can sense within 60 ft. Ranged Psionic Attack: +10 to it, range 60ft., one target. Hit: 16 (2d8 + 6) psychic damage.

Reactions

Interpose. If the Memory is targeted by a melee attack, and there is a simulacrum within 5 ft. of the attacker, the simulacrum can interpose itself between the ooze and the attacker, increasing the AC of the ooze by 3 and potentially causing the attack to miss. If the attack misses due to this reaction, the simulacrum takes 1/2 of the incoming damage (rounded down, before resistances).

Memory Surge (Recharge 5-6). When targeted by an attack directly, the Memory can overload a target's mind with a deluge of random memories, imposing disadvantage on the attack roll.

Legendary Actions

The Aberrant Memory 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. The Memory regains spent legendary actions at the start of its turn.

Simulacrum Strike. The Memory makes one strike with a simulacrum.
Create Simulacrum. The Memory creates a simulacrum in a space it can see within 60 ft.
Borrowed Face (Costs 2 Actions). The Memory creates a simulacrum of a figure dear to a creature within 30 ft. That creature must make a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw if they take damage or an ally uses an action or bonus action to shake them out of it. The charm automatically ends if the simulacrum is killed.
Steal Memory (Costs 3 Actions). The Memory extends a tendril to a creature it can sense within 30ft. that has an Intelligence score greater than 5. The target must succeed on a Wisdom saving throw (DC 18) or take 13 (3d8) psychic damage, or half on a success. On a failure, the creature also has a memory stolen by the Aberrant Memory. The creature is aware that a memory is missing, but cannot remember what was stolen. All memories return after a short or long rest.

Mythic Actions

Mythic Action Name. 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

The Aberrant Memory is a conglomeration of several creatures, absorbed into this mass through magical experimentation gone wrong. Due to the failed memory experiments, the ooze contains the memories of every sapient creature it has absorbed. It now seeks out new memories to consume and new creatures to subsume, drawing in adventurers with magical manipulation and simulacra.

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.

Previous Versions

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Monster Tags: aberration

DanLord

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