Memory Eater (3.5e Creature)

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Memory Eater
Size/Type: Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative:
Speed: 20 ft, climb 20 ft.
Armor Class: 14, touch 14, flat-footed 12
Base Attack/Grapple: 1+2 size/-11
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2,5 ft/0
Special Attacks: Attach, Memory Drain
Special Qualities: Darkvision, Detect Intelligence, Intelligence Drain
Saves: Fort 2, Ref 2, Will 0
Abilities: Str 5, Dex 15, Con 10, Int 4, Wis 12, Cha 5
Skills: Balance+12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
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More information...

A slender creature jumps on you from an overhead rock and sinks its teeth in your flesh.

Memory Eaters adapted from weasel-like creatures, perhaps with a little help from evil Druids, although some sages speculate that Vecna might have had some thing to do with it -making sure some things "stay" hidden. however, most sages think the Memory Eater is a myth, undoubtedly thanks to it's Memory Lapse ability. They function like weasels, except they drain Intelligence in addition to their bite damage, and they are slightly more physically imposing.

Memory Eaters feed on Intelligence, and the empty husks of creatures it leaves behind usually attract similar carnivores.

Combat[edit]

More agressive than regular weasels, Memory Eaters regularly take on humanoids. They start the encounter with scanning the party, looking for likely (and yummy!) targets. After draining enough Intelligence, they disengage and dissappear, using their agile bodies to avoid capture.

Detect Intelligence (su): As a standard action, the Memory Eater can detect nearby sources of intelligence. This works similar to the spell effect of Detect Magic. The first round, any available source of intelligence is noticed. The second round, the source of the highest amount of intelligence is known. The third round gives the relative differences in intelligence.

Attach (Ex): If a Memory Eater hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. Additionally, it drains 1 point of intelligence every turn. An attached Memory Eater loses its Dexterity bonus to Armor Class and has an AC of 12. An attached Memory Eater can be struck with a weapon or grappled itself. To remove an attached Memory Eater through grappling, the opponent must achieve a pin against the creature.

Memory Drain (su): As a standard action , a Memory Eater can erase the memory of a specific target. This functions like the 'Eliminate' portion of the Modify Memory Spell, except that the spell can only erase the past five to ten minutes of a target's memory. Additionally, the target is "dazed" for a minute.



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