It is blind. It has seven arms. It carries needles made of rusted iron and thread made of human hair. It knows what you did. It knows what you chose not to do. It has been looking for you specifically. It is going to introduce you to everyone you hurt.

Anchor Phobia Unresolved guilt, the fear of being forced to face what one has done, the dread of accountability made unavoidable.
Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 40 ft. (purposeful; never retreats)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 16 (+3) | 16 (+3) | 16 (+3) | 10 (+0) |
Skills Insight +7, Perception +7
Condition Immunities charmed, frightened
Senses blindsight 60 ft. (detects guilt-auras; creatures with no guilt are invisible to it), passive Perception 17
Challenge 10 (5,900 XP) Proficiency Bonus +4
Traits #
Nightmare Creature. Requires +2 magical weapons to damage. Spells of 2nd level or lower fail automatically. Reduced to 0 HP, expelled to its dimension. Disadvantage on attacks in full natural sunlight.
Guilt Tracking. The remorse-stitcher unerringly locates any humanoid carrying unconfessed guilt within 1 mile. Mundane concealment is useless against it.
Relentless. Immune to fear effects and never makes morale checks. It does not stop.
Indestructible Thread. The guilt-thread cannot be cut by normal means. Each strand requires a separate DC 13 + (number of strands) Strength check as an action to break, or remove curse severs 1d4 strands per casting. Openly confessing the specific guilt a strand represents severs it automatically.
Actions #
Multiattack. The remorse-stitcher makes three Iron Needle attacks or uses Binding Thread and makes one Iron Needle attack.
Iron Needle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Wisdom saving throw or gain one guilt-strand (see Guilt-Thread Accumulation).
Binding Thread (40 ft.). One creature within 40 feet must succeed on a DC 15 Strength saving throw or be restrained by guilt-threads and immediately manifest the physical presence of their worst failure. The creature gains 2 guilt-strands immediately.
Guilt-Thread Accumulation #
1 strand — −10 ft. speed. 2 strands — −1 to attack rolls and saving throws. 3 strands — grappled (escape DC 13); manifestations appear physically. 4 strands — DC 14 Wisdom save each round or stunned as manifestations speak in the voices of the wronged. 5 strands — restrained. 6+ strands — incapacitated, immobilized in manifested failures. Escape DC increases by 2 per additional strand.
Confession severs a strand automatically. A character who states aloud the specific guilt a strand represents finds that thread falling away — no roll required.
