Mnemid, Labyrinth Warden

Old hedge keepers whisper about the 'corridor ghost' that rearranges hedges overnight. Scholars argue whether mnemids are constructs, fey, or a type of psychic parasite that learned to shape space.

HP85AC15SPD30 ft., climb 30 ft.CR5 (1,800 XP)PerceptionStealthInsight
STR
14
DEX
16
save
CON
16
save
INT
12
WIS
14
CHA
16
save
Labyrinthine Camouflage. The mnemid can attempt to hide even when only lightly obscured by maze walls or shadows, gaining advantage on Dexterity (Stealth) checks made to hide within a maze or similar labyrinthine environment.
Maze Sense. The mnemid senses the layout of any maze it inhabits out to 120 feet. It can use this sense to teleport its Pocket Maze within that range while in its lair, and to move through the maze without provoking opportunity attacks.
Echoing Memory. The mnemid's attacks deal psychic damage as it scrapes at a victim's sense of orientation. It has advantage on saving throws against being charmed.
Multiattack. The mnemid makes two claw attacks.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Mindweb Bolt. Ranged Spell Attack: to hit, range 60 ft., one creature. Hit: 18 () psychic damage, and the target must succeed on a Wisdom saving throw or be restrained as the mnemid weaves a sliver of the labyrinth into their mind. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is already restrained by the mnemid, it takes an additional 9 () psychic damage on a hit instead of the restraint attempt.
Pocket Maze. The mnemid points at a 10-foot-cube of empty space within 60 feet that the mnemid can see and creates a temporary maze pocket. A creature the mnemid can see that is restrained by the mnemid or that fails a Wisdom saving throw is teleported into that pocket (the teleportation places the creature in the cube). While in the pocket, the creature is incapacitated, and time in the pocket passes normally. The mnemid can end the pocket as a bonus action, returning all creatures inside to the spaces they occupied before being pulled in or to the nearest empty spaces if those are occupied. The pocket lasts up to 1 minute, until ended early by the mnemid, or until the mnemid dies. Once the mnemid uses this trait, it cannot use it again until it finishes a short or long rest.
Redirected Corridor. When the mnemid is hit by an attack it can see, it forces the attacker to make a Wisdom saving throw. On a failed save the attacker has disadvantage on the triggering attack. Once the mnemid uses this reaction, it cannot use it again until it finishes a short or long rest.
Cantrips
Minor IllusionIllusion Minor illusion images and sounds to misdirect and mask exits. At will.
2nd level
Mindcraft (innate)Enchantment The mnemid can create confusing illusions and probe a creature's thoughts. These are innate psychic effects it can produce without material components.
Detect ThoughtsDivination A focused probe that allows the mnemid to read surface thoughts and gain tactical knowledge. Usable twice per day.
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