Armor Class
14
Memory Web
Large Aberration · Neutral Evil
Hit Points
39 (6d10 + 6)
Speed
Walk 40 ft., Climb 40 ft.
CR
4
Traits
Damage Transfer
While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature by the web takes the other half.
False Appearance
If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the memory web move or act, that creature must succeed on a DC 18 Intelligence () check to discern that the memory web is animate.
Memory Flood
When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.
Actions
Ensnare
Melee Weapon Attack +5 to hit, reach 5 ft., one Large or smaller creature. The target has the condition (escape DC 13). Until this grapple ends, the target has the condition and takes 7 () Bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time.
Bonus Actions
Drain Memories
The memory web targets one creature by it. The target must make a DC 12 Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 () Psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed.
While memory drained, the target must roll a each time it makes an ability check or attack roll, subtracting the roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the becomes a , the becomes a , and so on until the die becomes a , at which point the target has the condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only.
While memory drained, the target must roll a each time it makes an ability check or attack roll, subtracting the roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the becomes a , the becomes a , and so on until the die becomes a , at which point the target has the condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only.