Large aberration, Neutral Evil
| Armor Class | 14 |
|---|---|
| Hit Points | 39 (6d10 + 6) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 14 (+2) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | fire |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened |
| Senses | blindsight 60 ft. (can't see beyond this radius), passive Perception 12 |
| Languages | — |
| Challenge | 4 |
While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature grappled by the web takes the other half.
If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the memory web move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the memory web is animate.
When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.
Melee Attack Roll: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target has the restrained condition and takes 7 (1d8 + 3) bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time.