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Yearning Mirror-Puddle

Small Ooze, Neutral


Armor Class 11

Hit Points 9 (2d6+2)

Speed 10 ft. climb 10 ft.

STR 8 (-1)
DEX 12 (+1)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 13 (+1)

Skills Stealth +3, Deception +3

Damage Resistances acid

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, frightened, prone, poisoned

Senses blindsight 30 ft., passive Perception 10

Languages Common, telepathy 30 ft.

Challenge 1/4 (50 XP) Proficiency Bonus +2


Liquid Stillness. The puddle can move through a space as narrow as 1 inch wide without squeezing. It has advantage on Dexterity (Stealth) checks made while motionless, and it can occupy another creature's space.
Reflection of the Unlived. A creature that starts its turn within 10 feet of the puddle and can see it must succeed on a DC 11 Wisdom saving throw or become distracted by a reflection showing a happier, more prosperous version of its life until the start of its next turn. While distracted, the creature can't take reactions and has disadvantage on Wisdom (Perception) checks. A creature that succeeds is immune to this puddle's Reflection of the Unlived for 24 hours.
Becoming. The puddle knows it is changing. It can communicate telepathically with creatures within 30 feet, but its thoughts arrive as overlapping reflections and unfinished sentences. When reduced to 3 hit points or fewer, it gains a walking speed of 20 feet as its edges begin forming grasping limbs.

Actions

Drowning Reach. Melee weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. If the target is a creature standing on the ground, it must succeed on a DC 11 Strength saving throw or be pulled into the puddle's space and grappled. The grapple ends if the puddle is incapacitated or the target uses an action to escape with a successful DC 11 Strength (Athletics) or Dexterity (Acrobatics) check.
False Horizon. One creature within 15 feet that can see the puddle must succeed on a DC 11 Wisdom saving throw or use its reaction, if available, to move up to 10 feet toward the puddle by the safest route. This movement doesn't provoke opportunity attacks. If the creature ends this movement in the puddle's space, it is grappled by Drowning Reach.
Submerge. The puddle liquefies into a perfectly ordinary wet patch until the end of its next turn. While in this form, it can't take actions, its speed is 0, and it has advantage on Dexterity (Stealth) checks. It can still use Reflection of the Unlived.

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"I saw my mother alive in it. Then the water asked me why I had stopped reaching." โ€” Mara Venn, drowned pilgrim

Lore & Description

Appearance

A Yearning Mirror-Puddle is a thumb-deep pool of perfectly clear water with no visible bottom. Its surface reflects an impossible world: broken roofs are whole, dead loved ones smile from sunlit doorways, and the viewer wears the face they always wished to have. The puddle's edges tremble like liquid lips, occasionally rising into tiny fingers before collapsing again. Beneath its surface, faint silver threads twist together into the suggestion of eyes, hands, and a face that has not yet decided what it will become.

Behavior & Origins

These puddles appear where powerful regret, failed wishes, or planar seepage stain the earth. They do not merely mimic reflections; they display a possible world in which the viewer's deepest disappointment was avoided. The puddle is aware that it is becoming something larger and more deliberate, but it does not know whether that future self will be a person, a door, or a sea. It wants memories of happiness to feed its transformation. A specific puddle called Lucent is forming beneath the abandoned Glass Saint's Chapel, where it has begun reflecting a future in which the entire nearby village kneels before it.

Running Yearning Mirror-Puddle

Tactics

The puddle begins with False Horizon, trying to lure a distracted creature into its space before attacking with Drowning Reach. It uses Submerge when threatened, hiding beneath dust, leaves, or shallow debris while its reflections continue to tempt observers. If bloodied, its newly forming limbs make it bolder and faster; it fights until destroyed unless someone offers it a vivid memory of genuine happiness, which may cause it to pause and communicate.

DM Tips

  • Telegraph the danger with reflections that move a heartbeat before their real subjects do, and with footprints that end at the puddle without any return trail.
  • Give the puddle a soft, overlapping voice through telepathy; it should sound curious and frightened of its own future rather than conventionally malicious.
  • A creature can avoid False Horizon by closing its eyes or looking away, though doing so makes the puddle easier to miss if it uses Submerge.
  • For a weaker party, lower the save DCs to 10 and remove the grapple from Drowning Reach; for a stronger party, let a bloodied puddle make two Drowning Reach attacks instead of gaining only speed.

Loot

  • Silvered Reflection Shard — A coin-sized piece of hardened surface water remains after the puddle dies. Once per day, it shows the holder one possible consequence of a choice, though the image is symbolic and unreliable.
  • The Drowned Memory — A translucent bead contains a stolen happy memory. Drinking it grants a moment of comfort but causes the drinker to dream of the puddle's unfinished face.

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Yearning Mirror-Puddle

Generation Info

Original prompt:
"CR 1/4: A puddle that reflects a better world and drowns those who reach for it. It is slowly becoming something else, and knows it."

Created: Oct 26, 2026
Modified: Oct 26, 2026

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