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## Memeball Appearing as a grotesque mass of humanoid faces, the memeball is a horrifying creature native to the lower planes, a creature of pure madness that has taken on a life of its own. It adapts rapidly to its surroundings, improving on its inherent hardy nature, and continues moving steadily towards any areas it can sense is inhabited by sentient creatures. By subjecting its victims to its own madness, it can eventually transform other creatures into another of its kind, thus propagating its lineage and doubling its rate of affliction. Simply trying to engage with one of these aberrations is risky enough, so the general consensus for dealing with them is to not engage, forcing them to expend all their energy without creating any more of themselves. While hardly the most noble strategy of pest control, history has shown it to be handily effective. \columnbreak ___ > ## Memeball >*Huge aberration, chaotic neutral* > ___ > - **Armor Class** 8 > - **Hit Points** 150 (20d12 + 20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|6 (-2)|12 (+1)|7 (-2)|8 (-1)|20 (+5)| >___ > - **Condition Immunities** charmed, exhaustion, frightened, prone > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** speaks Common but doesn't understand it > - **Challenge** 4 (1,100 XP) > ___ >***Adaptive Defenses.*** The memeball can use a bonus action to gain resistance to one damage type of its choice until the start of its next turn. > >***Gibbering.*** The memeball babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 30 feet of the memeball and can hear it must succeed on a DC 10 Intelligence saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. > > ### Actions > ***Maddening Chatter.*** Each creature within 30 feet of the memeball must succeed on a DC 15 Intelligence saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one. Any creature that fails the save has its Intelligence score reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. > >If a non-chaotic humanoid dies from this attack, a new memeball rises from the corpse 1d4 hours later.