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The Misremembering Choir

Large Construct, Neutral Evil


Armor Class 17 (natural armor)

Hit Points 187 (22d10+66)

Speed 20 ft. fly 40 ft.

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

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

Skills Insight +7, Deception +9, Perception +7, Performance +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 120 ft., passive Perception 17

Languages Common, Sylvan, telepathy 120 ft.

Challenge 12 (8,400 XP) Proficiency Bonus +4


Borrowed Voices. The choir can perfectly imitate any voice it has heard, including speech, laughter, sobbing, and the voice of a dead creature. A creature that hears the imitation can recognize it as false with a successful DC 19 Wisdom (Insight) check.
Miswritten Fate. At the start of each creature's turn within 60 feet of the choir, that creature must succeed on a DC 17 Wisdom saving throw or hear a private prophecy in the voice of someone it trusts. Until the start of its next turn, the creature has disadvantage on its first attack roll or saving throw, chosen by the choir. A creature that succeeds is immune to this trait for 24 hours.
Collected Oddities. Whenever a creature dies within 60 feet of the choir, the choir steals one peculiar remnant from it, such as a shadow, last breath, reflection, name, or final memory. The dead creature cannot be restored to life unless the stolen remnant is recovered or the spellcaster succeeds on a DC 19 spellcasting ability check. The choir carries up to seven remnants; if it would collect an eighth, it must release one of its choice.
Choir of Separate Throats. The choir is composed of dozens of animated, taxidermied songbirds. It has advantage on saving throws against effects that target only one creature, and it can't be surprised while at least three songbirds remain animate.
Legendary Resistance (3/Day). If the choir fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The Misremembering Choir's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, The choir requires no material components.:
1/day each: legend lore, modify memory
3/day each: dispel magic, hypnotic pattern, major image
At will: detect thoughts, minor illusion, thaumaturgy

Actions

Multiattack. The choir makes three attacks: two Raking Flock attacks and one Prophetic Note attack, or three Raking Flock attacks.
Raking Flock. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 7 (2d6) psychic damage. A storm of wooden wings, wire talons, and glass eyes tears at the target.
Prophetic Note. Ranged spell Attack: +9 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage. The target hears a vision of its own future collapse. If the attack hits, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
Sung Omen (Recharge 5-6). The choir sings a prediction that becomes almost true. Each creature of the choir's choice within 60 feet must make a DC 17 Wisdom saving throw, taking 8d8 psychic damage on a failed save or half as much on a successful one. On a failed save, a creature is also confused until the end of its next turn: it must roll a d6 at the start of that turn; on a 1, it takes no action, and on a 2, it moves in a random direction without provoking opportunity attacks.
Sever the Last Breath (1/Day). The choir targets one creature within 60 feet that has 80 hit points or fewer. The target must make a DC 17 Constitution saving throw. On a failed save, it takes 10d10 necrotic damage, and if this reduces it to 0 hit points, the choir steals its last breath as an Oddity. On a successful save, the target takes half as much damage.

Bonus Actions

Rearrange the Perches. The choir teleports up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the space it leaves must succeed on a DC 17 Dexterity saving throw or take 2d6 slashing damage.

Reactions

That Is Not How It Happened. When a creature within 60 feet succeeds on an attack roll, saving throw, or ability check, the choir forces it to reroll the die. The creature must use the new roll. The choir can use this reaction three times per day.

Legendary Actions

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

Fluttering Prediction. One creature the choir can see within 60 feet must succeed on a DC 17 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Raking Flock (Costs 2 Actions). The choir makes one Raking Flock attack.
Wrong Encore (Costs 3 Actions). The choir chooses a creature within 60 feet that failed a saving throw against it since the end of the choir's last turn. That creature takes 4d8 psychic damage and must succeed on a DC 17 Wisdom saving throw or be teleported up to 20 feet in a direction chosen by the choir.

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:

  • Cabinet of Tomorrow. The choir causes one object, corpse, or hanging shadow within 120 feet to speak a sentence describing a possible future. Until initiative count 20 on the next round, the area within 10 feet of that point is difficult terrain, and creatures entering it must succeed on a DC 17 Wisdom saving throw or become frightened until the end of their turn.
  • Strings in the Rafters. Taxidermied birds descend on invisible threads in up to three spaces the choir can see. Each creature within 5 feet of one such space must succeed on a DC 17 Dexterity saving throw or take 3d8 slashing damage and become restrained until initiative count 20 on the next round.
  • The Missing Verse. The choir erases one short-term memory from each creature of its choice in the lair. Affected creatures must succeed on a DC 17 Intelligence saving throw or forget the location of one ally, doorway, or object of the choir's choice until the end of their next turn.

Regional Effects

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

  • Within 6 miles of the choir's roost, birds sing at night and repeat fragments of conversations that have not happened yet.
  • Mirrors and still water occasionally show creatures wearing different clothes, carrying different weapons, or bearing unfamiliar wounds.
  • Anyone who dies within 1 mile of the roost is found missing one small, inexplicable thing, such as a fingernail, a childhood nickname, or the memory of a favorite song.

If the choir dies, these effects fade over the course of 1d10 days, but all stolen Oddities remain trapped in its roost until reclaimed.

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"Your death is beautiful. We have only misplaced the date." โ€” Maud Vell, written beneath the Glass Aviary

Lore & Description

Appearance

The Misremembering Choir is a hovering wreath of taxidermied songbirds mounted around a black, splintered music stand. Wrens, finches, nightingales, and bright jungle birds have been stitched together with silver wire and dark red thread; their glass eyes swivel independently, and their dried feathers ripple though no wind blows. Tiny brass bells hang inside their rib cages, chiming between notes. At the center is an empty nest containing a single human tooth, which opens and closes like a beak whenever the choir sings.

Behavior & Origins

The choir was assembled by Maud Vell, a court mortician who believed every life possessed a perfect final song. When her predictions began coming true incorrectly, she preserved the birds and taught them to correct reality by collecting the details it had forgotten. The choir now roosts in the abandoned opera house called the Glass Aviary, where it performs for empty seats and steals one odd remnant from every victim it defeats. It wants seven specific remnants to complete its unfinished composition: a shadow, a name, a last breath, a reflection, a first lie, a childhood fear, and the memory of being loved. A DM can use any missing remnant as a personal quest object, while the choir may know an unsettlingly inaccurate prophecy about every member of the party.

Running The Misremembering Choir

Tactics

The choir begins with Sung Omen from a high perch, then uses Rearrange the Perches to keep distance from melee attackers while its prophetic effects spoil the party's best rolls. It targets characters with weak Wisdom saves using Prophetic Note and reserves Sever the Last Breath for a wounded front-liner. When reduced below half its hit points, it scatters through the room, uses its legendary actions aggressively, and fights to the death if it carries an Oddity the characters visibly need; otherwise, it flees toward the Glass Aviary's sealed rehearsal chamber.

DM Tips

  • Telegraph the creature with birds repeating the party's words several minutes before they are spoken, and with dead animals missing a tiny but noticeable detail.
  • Give each character a slightly wrong private prophecy; speak it softly in a familiar voice, and avoid making every omen purely negative.
  • Track the choir's Oddities as concrete story objects so defeating it creates immediate rescue quests rather than only removing hit points.
  • For a weaker party, remove Sever the Last Breath and reduce Sung Omen to 6d8; for a stronger party, add two animated songbird swarms that join the encounter.

Loot

  • The Seven Oddities — A collection of stolen remnants sealed in labeled glass vials: a captive shadow, a bottled last breath, a name written on skin, and other impossible trophies. Returning one to its rightful owner can restore a lost memory or enable resurrection.
  • Brass Throat Bell — A bell taken from the choir's central rib cage. Once per long rest, its bearer can cast augury, but the answer is always accurate except for one deliberately incorrect detail.
  • Maud Vell's Black Score — A musical score written in ink mixed with bird blood. Its final page contains a partial prophecy about the next major disaster in the region, with several names crossed out and replaced.

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The Misremembering Choir

Generation Info

Original prompt:
"CR 12: A choir of taxidermied songbirds that sings the listener's future, slightly wrong. It collects something odd from every creature it defeats."

Created: Oct 23, 2026
Modified: Oct 26, 2026

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