Memory Warden
Aberration · no Crown (Meridian)
T4d10Major
A faceless ten-foot robed figure with a mirror face, carrying a crystal staff containing swirling stolen memories, capable of extracting and weaponizing the memories of others.
Tier 4 · Role Major · Pool Vigor 7 / Vitality 8 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 22 | +6 | d12 |
| Sense | 20 | +5 | d10 |
| Heart | 16 | +3 | d6 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Mirror Face
The first time a creature sees its own reflection in the Warden's face, it makes a Heart save (DC 17) or is dazed 1 round.
Maneuvers
Traumatic Replay
Replays an extracted memory's worst moment in visible light. Each creature within 30 ft that witnesses it makes a Heart save (DC 17) or takes 1 Vigor damage and is stunned 1 round. Requires a memory taken with Memory Ray.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Memory Ray
A beam from the crystal staff pulls a memory loose. One creature within 30 ft makes a Mind save (DC 17): on a failure it takes 4 damage and one significant memory is drawn into the staff, lost to the target for days; on a success it takes 1 Vigor damage.
Reactions
Memory Shield
When attacked, the Warden shows the attacker a loved one's face drawn from its staff. The attacker makes a Heart save (DC 17) or hesitates and the attack misses.
Tactics
GM tactics
The Memory Warden extracts memories at range, weakening targets psychically. It weaponizes traumatic memories against groups. It does not bargain or communicate -- it collects. It targets creatures with the richest memories (experienced, aged, emotionally complex).
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.