You remember the funeral but not the person. You remember the betrayal but the face is wrong. Something has been in here. The good things are gone. The bad things are bigger than they were. You are not sure they happened the way you remember.

Anchor Phobia Memory loss, the unreliability of self, the terror that the past was not as good as remembered.
Armor Class 13
Hit Points 65 (10d8 + 20)
Speed 30 ft. (can compress to 1 inch thick to pass through any gap)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (−1) | 16 (+3) | 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) |
Skills Insight +6, Stealth +7
Condition Immunities grappled, prone, restrained
Senses memory-sight 60 ft. (perceives emotional weight of memories as colors), passive Perception 12
Challenge 7 (2,900 XP) Proficiency Bonus +3
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.
Memory Restoration. When the amnesiac is expelled (reduced to 0 HP), all stored memories — including those of previous victims — are released. Creatures within 60 feet recover all erased memories simultaneously, requiring 1 round of disorientation.
Whisper Confusion. A creature that starts its turn within 20 feet of the amnesiac must succeed on a DC 14 Wisdom saving throw or spend its action distracted by false memory fragments.
Actions #
Multiattack. The amnesiac makes one Memory Erasure touch and one False Memory Implant.
Memory Erasure Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 15 Wisdom saving throw or lose one significant positive memory (DM selects). The target also loses 1 Wisdom (temporary; recovers 1 per long rest). At Wisdom 3, the target is incapacitated with manufactured grief.
False Memory Implant (30 ft.). One creature within 30 feet must succeed on a DC 14 Wisdom saving throw or receive a vivid fabricated negative memory (a betrayal, loss, or failure of the DM’s choice) that feels completely real. The target loses 1 Wisdom (same recovery as above).
