OBLIVIAX
Source: 1e Monster Manual 2.
Also called memory moss, obliviax is a type of black moss that grows in cool, moist areas. A creature that ventures too close to the moss finds that its head is suddenly swimming, and it may abruptly realize that it can't recall where it is or how it got there. Then, after draining the last day's memories from the creature, the obliviax forms a small shape that vaguely resembles that of the creature whose memories it stole, which it uses to defend itself.
The Ultimate Obliviax. While most patches of obliviax are small are relatively easy to destroy, one patch has grown larger and larger over time until it has become a unique and truly amazing individual that calls itself Lord Obliviax. Lord Obliviax works hard to ensure that it has a steady diet of memories, so that it never sinks back into the normal mindless state of the moss.
A Meal of Memories. Obliviax is edible, though it is bitter-tasting. A creature that eats an obliviax gains access to the memories it has confused. If these are the creature's own memories, they are restored. Otherwise, they are superimposed on the creature's own memories of that period of time. Sometimes adventurers seek out obliviax in the hopes of gaining useful memories, and some halflings, especially jerren, eat ceremonial dishes containing obliviax as part of an experience involving multiple types of psychedelic mushrooms and other intoxicants.
Obliviax Treasure. Obliviax don't collect treasure.
Obliviax
Tiny plant, neutral
Armor Class 10
Hit Points 3 (2d4-2)
Speed 0 ft.
STR 4 (-3), DEX 10 (+0), CON 8 (-1),
INT 7 (-2), WIS 10 (+0), CHA 14 (+2)
Condition Immunities prone
Senses passive Perception 10
Languages -
Challenge ½ (100 xp)
ACTIONS
Steal Memories. One creature the obliviax can see within 30' must succeed on a DC 12 Intelligence save or the obliviax steals its memories of the last 24 hours.
Psychic Attack. The obliviax unleashes a psionic attack against one creature it can see within 60'. That creature must make a DC 12 Intelligence save, suffering 10 (3d6) psychic damage on a failure or half that on a success.
Lord Obliviax
Medium plant, neutral
Armor Class 10
Hit Points 88 (16d8+16)
Speed 0 ft.
STR 4 (-3), DEX 10 (+0), CON 12 (+1),
INT 10 (+0), WIS 10 (+0), CHA 16 (+3)
Condition Immunities prone
Senses passive Perception 10
Languages telepathy 90'
Challenge 6 (2,300 xp)
Spellcasting. Lord Obliviax is a 10th level spellcaster. Its spellcasting ability is Charisma (save DC 14, +6 to hit with spell attacks). Lord Obliviax knows the following spells, which it gains by absorbing the memories of other creatures:
-Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
-1st level (4 slots): magic missile, shield,
-2nd level (3 slots): darkvision, hold person, shatter
-3rd level (3 slots): bestow curse, dispel magic, lightning bolt
-4th level (3 slots): confusion, dimension door, locate creature
-5th level (2 slots): hold monster, scrying
ACTIONS
Psychic Attack. Lord Obliviax unleashes a psionic attack against one creature it can see within 60'. That creature must make a DC 14 Intelligence save, suffering 35 (10d6) psychic damage on a failure or half that on a success.
LEGENDARY ACTIONS
Lord Obliviax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Obliviax regains spent legendary actions at the start of its turn.
Brain Lock. One creature Lord Obliviax can see within 60' must succeed on a DC 14 Intelligence save or be magically paralyzed until the end of its next turn.
Spawn Obliviax. Lord Obliviax loses 5 hit points, and an obliviax appears in an unoccupied space within 5' of it.
Steal Memories. One creature Lord Obliviax can see within 30' must succeed on a DC 14 Intelligence save or Lord Obliviax magically steals its memories of the last 24 hours.