Mireveil
Despite their haunting nature, the Mireveil are not cruel. They do not relish suffering, nor do they kill for sport. To them, consuming dreams is as natural as a wolf taking a deer. Those who learn to navigate the Mystward with clarity and resolve may yet pass unscathed, while those who cling too tightly to the past risk becoming little more than whispers in the fog.
Aduir
MOD | SAVE | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 18 | +4 | +4 |
CON | 16 | +3 | +3 |
MOD | SAVE | ||
INT | 14 | +2 | +2 |
WIS | 16 | +3 | +6 |
CHA | 20 | +5 | +8 |
Traits
Veil of Longing. The Mireveil can take the form of a person, object, or place from a creature’s memories. When a creature first sees the Mireveil in this form, it must make a DC 15 Wisdom saving throw or be charmed for 1 minute, believing the illusion to be real. While charmed, the creature is unwilling to harm the Mireveil and moves toward it if possible. The effect ends if the Mireveil attacks the creature or if another creature uses its action to shake the target out of the illusion. Harvest the Forgotten. When the Mireveil deals psychic damage to a creature, it erases part of its memories. The target must make a DC 15 Intelligence saving throw or suffer short-term amnesia (losing 1d4 of their most recent hours of memory). If a creature is reduced to 0 hit points by the Mireveil, it permanently loses all memories of its past life unless restored by greater restoration or similar magic. Manifest Nightmare. As an action, the Mireveil can pull a terrifying memory from a creature within 30 feet and make it manifest as an illusion only they can see. The creature must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws. The target can repeat the save at the end of each of its turns.
Actions
Multiattack. The Mireveil makes two attacks with Nightmare Touch or uses Devour Memory. Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 4) psychic damage. If the target fails a DC 15 Intelligence saving throw, they are stunned until the start of their next turn. Devour Memory (Recharge 5-6). The Mireveil targets one creature within 10 feet that can see or hear it. The target must make a DC 15 Intelligence saving throw or take 22 ( 4d10 ) psychic damage. On a failed save, the target also forgets how to use one of its features (a spell, attack, or ability) chosen by the DM for 1 minute. The creature can make a saving throw at the end of each of its turns to end this effect.
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