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The Unforgotten Mere

Large Ooze (shapechanger), Neutral Evil


Armor Class 16 (natural armor)

Hit Points 168 (16d10+80)

Speed 20 ft. swim 40 ft.

STR 18 (+4)
DEX 12 (+1)
CON 20 (+5)
INT 14 (+2)
WIS 16 (+3)
CHA 18 (+4)

Saving Throws Con +9, Wis +7, Cha +8

Skills Insight +7, Deception +8, Perception +7

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, exhaustion, grappled, poisoned, prone, restrained

Senses blindsight 60 ft., passive Perception 17

Languages Common, Deep Speech, telepathy 120 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4


Reflection of the Better World. The mere appears as a perfectly still puddle reflecting an idealized version of the surrounding area. Its reflection can show healed wounds, lost loved ones, ruined homes restored, or choices made differently. A creature that sees the reflection for the first time must succeed on a DC 16 Wisdom saving throw or become fascinated until the end of its next turn. While fascinated, the creature is incapacitated and has a speed of 0. The creature repeats the save whenever it starts its turn within 30 feet of the mere and can see it.
Memory-Bound Form. The mere can occupy any space of water, shadow, or polished surface at least 10 feet wide. It can move through such spaces without squeezing and leaves no wake or tracks. Damage from a creature that does not understand what the mere used to be is reduced by half. A creature understands the mere's former nature if it has learned that it was once a specific person, place, or cherished thing and can name what was lost; the mere's lore or a successful DC 18 Intelligence (Investigation) or Wisdom (Insight) check can reveal this truth. Damage dealt by a creature that understands its former nature ignores this reduction.
Amorphous. The mere can move through a space as narrow as 1 inch wide without squeezing.
False Surface. A creature entering the mere's space for the first time on a turn or starting its turn there must succeed on a DC 17 Dexterity saving throw or fall into the reflected world, becoming restrained until the start of its next turn. A creature that fails this save by 5 or more is also pulled 10 feet toward the center of the mere.
Unmoored Existence. The mere has advantage on saving throws against spells and other magical effects. It cannot be moved against its will and is immune to effects that would alter its form.
Innate Spellcasting. The Unforgotten Mere's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: hallucinatory terrain, modify memory
3/day each: major image, suggestion
At will: minor illusion, silent image

Actions

Multiattack. The mere makes two Drowning Reflection attacks and uses Reach for What Was Lost, if available.
Drowning Reflection. Melee spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 18 (3d8+5) cold damage, plus 7 (2d6) psychic damage. The target must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the mere and grappled by liquid reflections. The grapple ends if the target escapes with a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. Until the grapple ends, the target is restrained and cannot breathe.
Reach for What Was Lost (Recharge 5-6). The mere chooses up to three creatures it can see within 60 feet. Each target must make a DC 16 Wisdom saving throw. On a failed save, a target sees a personal loss restored within the mere and must use its reaction, if available, to move up to its speed toward the mere by the safest route. If it enters the mere's space, it takes 5d10 psychic damage and is restrained until the end of its next turn. On a successful save, the target is immune to this action for 24 hours.
Submerge the Living. Each creature within 15 feet of the mere must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 4d8+5 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. The mere can then move up to half its swim speed without provoking opportunity attacks.

Bonus Actions

Borrowed Face. The mere forms the face and voice of a creature it has observed within the last 24 hours. Until the end of its next turn, it has advantage on Charisma (Deception) checks made to impersonate that creature, and the next creature that can see it has disadvantage on its next saving throw against Reflection of the Better World.

Reactions

Shatter the Surface. When a creature the mere can see within 30 feet succeeds on a saving throw against one of the mere's abilities, the mere fractures its reflection. The creature takes 2d8 psychic damage and must succeed on a DC 16 Wisdom saving throw or be frightened of the mere until the end of its next turn.

Legendary Actions

The mere 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 mere regains spent legendary actions at the start of its turn.

Drifting Image. The mere moves up to half its swim speed without provoking opportunity attacks, leaving behind an illusory duplicate that lasts until the start of its next turn.
Drowning Reflection (Costs 2 Actions). The mere makes one Drowning Reflection attack.
Remembered Wound (Costs 2 Actions). One creature currently grappled by the mere must make a DC 16 Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much on a successful one. On a failed save, the creature is also unable to regain hit points until the end of its next turn.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • A Door That Wasn't There. A doorway, bridge, or stairway appears in a reflective surface within the lair. One creature within 60 feet must succeed on a DC 16 Wisdom saving throw or use its reaction to move up to 20 feet toward that surface. The image vanishes at the end of the round.
  • Water Without Bottom. The mere fills a 20-foot-radius area it can see with impossible depth until initiative count 20 on the next round. The area is difficult terrain, and each creature that enters it or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained until the start of its next turn.
  • The Missing Detail. The mere erases one familiar detail from the minds of creatures in the lair. Each creature of the mere's choice must succeed on a DC 16 Intelligence saving throw or forget one nonessential fact about the current location until it leaves the lair, such as where an ally was standing, which passage it entered through, or what object it was carrying.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of the mere, still water reflects places as they might have been rather than as they are.
  • People who sleep within 1 mile of the mere dream of one regret fulfilled and wake with wet footprints beside their beds.
  • Mirrors, windows, and polished metal near the mere occasionally show a missing person beckoning from the other side.

If the mere dies, its reflections become accurate over the course of 1d10 days, but every creature it drowned remains visible beneath nearby water until properly remembered and mourned.

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"Reach down. Your hands are still clean in the world below." โ€” the voice of a drowned child

Lore & Description

Appearance

The Unforgotten Mere appears as a broad, motionless puddle of black-silver water, usually ten to twenty feet across. Its surface is perfectly smooth even in rain or wind, and it reflects a brighter, cleaner, more merciful version of the world around it. Pale blue lights drift beneath the surface like drowned stars. When it attacks, arms and faces rise from the water in translucent layers, each wearing the features of someone its victim has lost.

Behavior & Origins

The mere was once Elian Vey, a village well, a cherished family pond, or another beloved thing depending on the tale told nearby; in truth, it was the wishing pool beneath the vanished town of Bellwether, where generations cast coins and promises until grief, resentment, and abandoned hopes gathered into a living hunger. It does not understand why the world moved on without it, and it seeks to drown people inside perfect memories so they will never leave. The clearest hook is Bellwether's last survivor, Mara Quill, who keeps a rusted blue ferry bell and wants the mere named for what it truly was: the town's communal wishing well.

Running The Unforgotten Mere

Tactics

The mere begins with Reach for What Was Lost, targeting characters whose regrets it can exploit, then pulls the most vulnerable victim into range with Drowning Reflection. It stays spread across reflective surfaces, uses Borrowed Face to imitate an ally, and relies on its lair actions to separate the party. Once bloodied, it focuses on creatures that have learned its origin, attempting to drown them first; it fights to the death unless every reflective surface containing it is destroyed or consecrated.

DM Tips

  • Telegraph the danger with puddles that reflect healed buildings, absent loved ones, or the characters themselves wearing different clothes, and with wet footprints leading away from otherwise dry water.
  • Play the mere as intimate rather than loud: it speaks in remembered voices, finishes characters' sentences, and offers specific bargains instead of generic threats.
  • Make the true-damage rule discoverable through witnesses, old records, or Mara Quill; attacks from ignorant characters still matter, but understanding the lost identity should feel like a tactical breakthrough.
  • For a weaker party, remove the legendary action Remembered Wound and reduce the save DCs to 15; for a stronger party, let it occupy two disconnected reflective surfaces at once and give it 20 temporary hit points whenever a creature fails Reach for What Was Lost.

Loot

  • Bellwether's Blue Ferry Bell — A palm-sized, rust-flecked bell that rings only near false reflections. If rung while naming a lost thing truthfully, it grants advantage on the next saving throw against the mere.
  • Coin of the Last Wish — A silver coin bearing a worn image of Bellwether's well. Once per long rest, its bearer can cast augury, but the answer always includes one painful truth.
  • Glass Tear — A translucent droplet that never evaporates. When held to the eye, it reveals the original form of a shapechanger or illusion for 1 minute, after which it cracks.

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Generation Info

Original prompt:
"CR 10: A puddle that reflects a better world and drowns those who reach for it. It can only be truly harmed by someone who understands what it used to be."

Created: Oct 9, 2026
Modified: Oct 26, 2026

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