Medium
Undead
CR 15
Neutral Evil
Mnemeir
Collector of Remembered Horrors
Mnemeir is a gaunt, once-human figure wrapped in ragged, threadbare clothing and an ever-shifting veil of whispering images. Wherever he goes the air smells faintly of old ink and rain; passersby find their memories gouged away like flakes of paint. He does not merely take memories — he replays them, warps them, and uses them as tools and weapons, manifesting stolen recollections into spectral servants, illusions, and precise psychic lances that carve the mind. Facing Mnemeir feels like fighting through a fog of your own past while someone else rearranges the pieces against you.
Armour
18
natural armor
Hit points
264
31d8+124
Speed
30ft
Challenge
15
13,000 XP
STR
20
+5
DEX
14
+2
CON
18
+4
INT
16
+3
WIS
16
+3
CHA
18
+4
Saving throws
STR +10, CON +9, WIS +9, CHA +10
Skills
Insight +9, Perception +9, Stealth +8, History +9
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 120 ft., passive Perception 19
Languages
Common, telepathy 120 ft.
Multiattack. Mnemeir makes two Siphon Strike attacks.
Siphon Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+5) psychic damage. If the target is a creature other than an undead, Mnemeir steals a fleeting memory: the target must succeed on a DC 18 Wisdom saving throw or suffer disadvantage on attack rolls and ability checks that rely on one ability of Mnemeir's choice (chosen from Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) until the end of Mnemeir's next turn as a memory fogs and interferes with present action.
Memory Reave (Recharge 5-6). Mnemeir reaches into the weave of a creature's past. Each creature in a 60-foot cone must make a DC 18 Intelligence saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and loses a single non-professional skill proficiency or one prepared spell (DM's choice) — the memory is siphoned into Mnemeir's vials. On a successful save, the creature takes half as much psychic damage and retains its memories. Creatures reduced to 0 by this attack are not slain normally; their last memory is trapped inside Mnemeir as an individual glass mote.
Harvested Replay. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (5d8) psychic damage. Mnemeir expends one stored memory (if he has any) to increase the attack's damage die by 1d8 and force the target to witness that memory: the target must succeed on a DC 18 Wisdom saving throw or be stunned until the end of its next turn as it relives the memory.
Recall Shield. When Mnemeir is hit by an attack, he can expend a stored memory to halve the damage from that attack (usable after seeing the roll). He can hold a number of memories equal to his Charisma modifier (4).
Legends say Mnemeir began as a scholar of mnemonic rites in the city-state of Vorul, obsessed with perfect recall. When his experiments drew the attention of a dreaming entity beneath the city, he bartered his future for the ability to hold every memory he could touch. That bargain warped him: he became neither fully living nor dead, sustained by the memories he harvests. Mnemeir drifted away from Vorul; ruins, asylum wards, and ancient libraries now mark places he has passed through — their patrons speak of missing years and photographs that show people no longer present. Scholars of the Occurrent Archive call him by name in warnings: the Archivist Tholen wrote “Do not feed him a life; he will return that life with its teeth.” The anti-magic order the Quiet Hand keeps a sealed dossier on Mnemeir and claims his lair moves with crowds — he favors marketplaces, funeral processions, and remembrance vigils where memories are plentiful. Hunters report that Mnemeir hoards the most vivid recollections as phantasmal glass orbs and can craft them into constructs called Mnemei Wards, which emulate an environment from a victim’s past to trap new prey.
Mnemeir is a tall, spare man whose skin shows the pallor and slight translucence of severe sleep deprivation. His face is long, with hollowed cheeks and eyes like blackened mirrors that reflect scenes others have lived. Threads of smoked silk hang from his shoulders; the fabric seems to be stitched from fragments of old clothing — collars, gloves, a slit of a child’s dress — each piece the remnant of a memory he consumed. His fingers are unnaturally long, tipped with flattened, brittle nails that look like the edges of pages. Where his hands move, thin filaments of shadow unspool into faint, flickering images: laughing faces, storms, the crunch of snow. Scattered around his belt are small glass vials filled with condensed motes of light (the collected memories), and a satchel of loose, curling photographs. Scale: stands about as tall as a human man (6'2"), the glass vials are about the size of a marble; when he summons a memory it swells to the size of a man and can fill a doorway.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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