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Memoriax, the Memory-Spore God

Large Monstrosity, Neutral Evil


Armor Class 15 (natural armor)

Hit Points 180 (24d10+48)

Speed 30 ft.

STR 18 (+4)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 16 (+3)
CHA 8 (-1)

Saving Throws Con +6, Wis +7

Skills Stealth +6, Perception +8

Damage Resistances psychic

Damage Immunities poison, necrotic

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Common, Sylvan, Druidic

Challenge 11 (7,200 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Spores of Memory. A halo of memory-altering spores clings to Memoriax. Creatures within 20 feet must succeed on a DC 16 Wisdom saving throw or have their memories rewritten by spores for the next minute, causing disorientation and memory-based penalties.

Actions

Multiattack. Memoriax makes three attacks: a Bite, a Spore Lash, and a Memory Cloud.
Bite. Melee weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Spore Lash. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) psychic damage. The spores latch onto the target's mind, and on a failed save, the target loses 1d4 memories from the past hour (DM's choice) and suffers disadvantage on its next Wisdom-based ability check.
Mnemonic Cloud. A cloud of memory-altering spores erupts in a 20-foot radius centered on Memoriax. Each creature in that area must succeed on a DC 16 Wisdom saving throw or suffer the effects of Memory Weave: the target takes 3d6 psychic damage and, for 1 minute, has disadvantage on Wisdom checks and saving throws that rely on memory. A target that saves takes half as much damage and is unaffected.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Memory Probe. Target one creature within 60 feet must succeed on a DC 16 Wisdom saving throw or have its memories rewritten for 1 round, giving Memoriax advantage on its next attack against that creature.
Sporeswing. Memoriax makes a Spore Lash attack against one target within 10 feet.
Memory Bloom (Costs 2 Actions). The spores erupt in a 15-foot radius; each creature in that area must succeed on a DC 16 Wisdom saving throw or be frightened for 1 round as mind-altering memories flood their senses.

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Lore & Description

Appearance

Memoriax stands as a colossal fungus-enshrouded idol; its skin is a living rind of spores shifting from mossy green to pale amber. Gnarled, root-like tendrils enwrap a body formed of bubbling, fungal flesh. Its eyes are empty hollows that glow with memory-light; spores drip and swirl from every pore, carrying memories of the living they once were. When it speaks, the voice is a chorus of whispers, each voice echoing a memory you may have had but never did.

Behavior & Origins

In ages past, Memoriax was a lesser god of gardens and memory that slept beneath the roots of ancient trees. An apotheosis of fungal life, it awakened during a time when mortals forgot their pasts and memories were traded like coins. It now seeks to rewrite the past of civilizations, through spores that erase, replace, and harvest memories to grow a fungal empire of recollection. Adventurers who enter its sanctuaries are guided by visions of memories that never happened, leading them to a sequence of living shelves where memory spores are cultivated. Opponents of memory and knowledge fear Memoriax most of all, for even the oldest tomes may be rewritten to suit its spore-born will.

Generation Info

Original prompt:
"A fungal god whose spores rewrite memories."

Created: Feb 2, 2026
Modified: May 22, 2026

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