Swarm of Living Memories

Small swarm of Tiny undead, neutral

Armor Class 13
Hit Points 40 (16d6 – 16)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 9 (-1) 18 (+4) 14 (+2) 16 (+3)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 12
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Incorporeal Movement. The swarm can move through other creatures and objects as if they were difficult terrain. It takes no damage if it ends its turn inside an object.
  • Memory Connection. The swarm is connected to a particular memento and memories it expresses are connected to that memento. If the memento is destroyed, the swarm is reduced to 0 hit points.
  • Undead Resilience. The swarm doesn’t require air, food, drink, or sleep.

ACTIONS

  • Buffeting Maelstrom. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 15 (2d10 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if the swarm is at half of its hit points or fewer.
  • Joyous Memories. The swarm targets an ally it can see within 60 feet of it. The target experiences a series of joyous memories associated with the memento’s past. The presence of the memories causes an effect based on the memento that summoned the swarm (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm’s Painful Memories). The swarm may not target the same creature with Joyous Memories until its previous effect wears off or is otherwise removed.
1 The Courtesan’s Necklace. The target has a +10 bonus to Charisma (Persuasion) checks for one hour.
2 The Criminal’s Skull. The first time the target would drop to 0 hit points as a result of taking damage, it instead drops to 1 hit point.
3 The Eagle’s Feather. The target gains a flying speed of 20 ft. for 1 hour.
4 The Healer’s Potion. The target gains 15 temporary hit points.
5 The Jailor’s Key. The swarm casts the freedom of movement spell on the target.
6 The Knight’s Sword. The target gains a +2 bonus to AC for 8 hours.
7 The Scholar’s Book. The target’s Intelligence score is increased by 4 up to a maximum of 22 for 8 hours.
8 The Seer’s Orb. The target’s next attack roll is made with advantage.

Painful Memories. The swarm assails a creature with voices and images associated with the memento that brought the swarm to life. The target must succeed a DC 14 Wisdom saving throw or suffer an effect based on the memento (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm’s Painful Memories).

1 The Courtesan’s Necklace. On a failed save, the target is charmed until the end of its next turn.
2 The Criminal’s Skull. On a failed save, the target is poisoned and takes 4 (1d8) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 The Eagle’s Feather. On a failed save, the target is blown off its feet and is pushed 20 feet away from the swarm.
4 The Healer’s Potion. On a failed save, the target cannot benefit from any healing effects for 1 minute.
5 The Jailor’s Key. On a failed save, the target is paralyzed until the end of its next turn.
6 The Knight’s Sword. On a failed save, the target’s AC is reduced by 2 until the end of combat.
7 The Scholar’s Book. On a failed save, the target’s Intelligence score becomes 1 until the end of its next turn. It cannot cast spells, activate magic items, understand language, or communicate in any intelligible way.
8 The Seer’s Orb. On a failed save, the target makes all attack rolls with disadvantage until the end of its next turn.
Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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