The Misremembering Choir
Armor Class 17 (natural armor)
Hit Points 187 (22d10+66)
Speed 20 ft. fly 40 ft.
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
Actions
Bonus Actions
Reactions
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.
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.