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Memortis

Medium undead, lawful neutral

Armor Class 17 (natural armor)
Hit Points 204 (24d8 + 96)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 19 (+4) 18 (+4) 16 (+3) 20 (+5)

Skills Arcana +8, History +8, Insight +7
Senses darkvision 60 ft., passive Perception 13
Languages understands Common, Elvish, and Celestial but can’t speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Lingering Form. When Memortis drops to 0 hit points, it disappears instead of falling unconscious. Its spirit inhabits a random item with which it has had a connection in the past. This item may be any size and on any plane. Memortis lingers in this resting place for a year and a day, at which point it regains all hit points and returns to its physical form. Its physical form appears within 5 feet of the item. If, in the intervening time, the item inhabited by Memortis is discovered, Memortis can be returned to its physical form early. If the item is destroyed before a year and a day has passed, Memortis is destroyed beyond return. However, if the item is studied and its story learned, Memortis immediately returns to its physical form within 5 feet of the item and regains all its hit points.
  • Speaker with the Past. At the end of a 10-minute ritual, Memortis may touch any item considered a relic of the past and attune to it as if it were a magical item. When attuned to an item in this way, Memortis can connect with spirits associated with the item, allowing Memortis to ask one question per day pertaining to the item’s use or history. The spirits connected with the item answer truthfully to the best of their ability. Memortis can be attuned to as many items as it chooses in this way and attunement lasts until Memortis dismisses the connection or relinquishes possession of the item.

ACTIONS

  • Multiattack. Memortis makes one Archaic Sword attack and one Searing Memory attack.
  • Archaic Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8) slashing damage plus 9 (2d8) necrotic damage.
  • Searing Memory. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 18 (4d8) force damage. In addition, any creature hit by this attack must succeed on a DC 17 Charisma saving throw or take 13 (3d8) psychic damage and is stunned until the end of their next turn as it is assailed by the voices of hundreds of disparate memories.
  • Touch of the Grave. Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 27 (6d8) necrotic damage, and it can’t regain hit points until the start of Memortis’ next turn.
  • Spellcasting. Memortis casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17):
  • Summon Memories (Recharge 4-6). Memortis plucks a memento from their vestments and hisses a word of remembrance, summoning a swarm of living memories. The swarm appears in an unoccupied space within 30 feet of Memortis. The swarm acts as an ally of Memortis and remains for 1 hour, until it or Memortis dies, or until Memortis dismisses it as an action. Memortis can have only one swarm under his control at one time.
  • Unerring Arcane Dart. Memortis creates 4 (1d6 +1) phosphorescent missiles of magical force. Each missile hits a creature of its choice that it can see within 120 feet. A missile deals 1d4 + 1 force damage to its target. The missiles all strike simultaneously and Memortis can direct them to hit one creature or several.

TACTICS

Despite having served a deity of death, Memortis is a mostly benign figure. If approached without hostile intent, it is accepting of any stories or gifts a stranger may have to offer.

But if challenged, if threatened, or especially if stolen from, Memortis is a formidable foe.

ABOUT

Once an acolyte of a deity of death, Memortis walked the line between life and death, the past and the present, the here and the hereafter. But Memortis has since transformed into something more. To encounter this hybrid of mortal and ghost is a rarity.

Collector of Sorrow. Once upon a time, Memortis was given a sacred mission to travel the multiverse and uncover stories of lives that otherwise would have been lost and forgotten to time. Heroes who died preventing apocalyptic tragedies but who were never remembered by story or song; cultures in remote locations that rose and fell without meeting travelers from afar; adrift and hidden relics of people and places from across the planes. Memortis finds these stories and holds their memories as the sole being to do so.

Lost to Time. With much of its life spent discovering the remnants of others, Memortis’ sense of time and identity slipped away over the centuries. Long after a mortal body would have withered and died, Memortis lingered on like a ghost. Tragically and ironically, its own story, its true name, and its place of origin have been lost to the mists of time.

Reliving the Past. Some sages believe that the mementos Memortis has collected somehow grant it long life and strong arcane powers. Memortis can focus on an item from the past and draw forth the memories of those who created or used it, channeling their knowledge into tangible power. In some cases, if Memortis is familiar enough with an item and its past, it can coax the spirits connected with that item into the Material Plane for a short period of time.

Maximizing Mementos

Although several possible mementos have been included in the statistics for the swarm of living memories, GMs should feel free to replace the options presented with objects from the campaign. A character’s trinket, an NPC’s prized possession, and an item from a dragon’s hoard are just a few objects that might be substituted for the mementos provided. If an object for the campaign is turned into a memento, the Painful Memories attack can be a great way to convey information about that item that might not otherwise have been revealed.

The GM may choose to describe the memories experienced by players who are hit by the swarm of living memories’ Painful Memories attack. These descriptions can be brief or highly detailed, but it is advised that GMs respect the boundaries of the players and follow safety rules when elaborating on the memories experienced.

Living Memories

In places where memory lingers unheeded, a keen or arcane adept observer might perceive certain oddities. Gentle motion, eddies of dust disturbed or refracted light. Perhaps even the soft whisper of a voice where no soul has abided in centuries. Divided by the gulf of history, memories reach out ineffectually to the living. With no training or natural connection to this form of contact however, most mortals are never aware of their brush with the past.

In rare cases, usually in areas where intense and concentrated emotion has been experienced, clusters of memories may force themselves to manifest briefly.

Battlefields, grand ballrooms, schools of innovation and centers for industry. More often than not though, these phenomena take place with no one to observe them.

When summoned forth from the oblivion of the past by one with proclivity, such as Memortis, an individual memory forms a translucent bubble in the air, projected from the memento that ties it to this realm. This bubble can be viewed as a lens to a long-forgotten past, containing swirling but indistinct images. The memory is weak and fragile on its own and often pops out of existence again without further encouragement. With additional channeling however, the strength and abundance of the images within the bubble can be brought to such a volume that the barriers between past and present are ruptured.

Images take ethereal form and spill forth into the air – a swarm of memories is made manifest.

Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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