(Illustration by Audrey Hotte (I think; it’s a little
unclear) comes from the Paizo Blog and is © Paizo Publishing.)
With distended jaws the reveal lolling, probing tongues, mnemor devils siphon up the memories of mortals. Some of these mortals are desperate
to forget the past, and make deals to have their memories erased or
altered…deals they later come to regret, as the new memories plant new doubts,
suspicions, and fears. Others are simply
the victims of a devil so slippery that even the memory of him vanishes when he
steps out of the room.
At first I was thinking that mnemor devils (also known as
memory devils) would be hard to play at the gaming table—players know what they
know. (Think how many times you’ve
struggled to RP a failed Perception check when you just know something bad is about to go down.) But memory is a tricky thing, especially in a
long campaign, and it’s easy to forget what happens session to session. A GM who’s thrown a mnemor devil against his
players a time or two could really mess with their heads next time they try to
remember if they found a particular NPC trustworthy, or who really betrayed
them at court that one time…
GMs will want to play mnemor devils, because at CR 5 they
are easy to deploy at low-to mid-levels, with greater teleport making them consummate escape artists and
recurring villains. But PCs themselves
may seek out a mnemor devil if they have memories they need wiped (perhaps to
pass detect/discern spells or escape a Lovecraftian taint) or if they seek knowledge
found only in the banks of a mnemor devil’s eidetic memory.
A young adventurer
realizes mid-conversation that he is speaking with an infernal spirit
dressed in the robes of a confessor. As
the devil teleports away, the
adventurer can’t shake the feeling he’s met the confessor before. In fact, the devil has appeared to him on and
off again since childhood; this is simply the first time he has come back to
awareness (in game terms, passed his Will save) before the devil could tidy up
his mental manipulation.
A door in a wizard’s
tower leads an otherworldly chamber.
There the adventurers find a psychic surgery staffed by a mnemor
devil. The wizard and he have a strictly
business relationship, so the devil is unconcerned by the adventurers’
presence. He even offers to remove a
troubled memory from the party member who has most recently sinned…for a small
price.
Both a library and a
prison, the Memoriam was designed by inevitables to store important
memories from across the multiverse. With
their typical cold, calculating logic, the inevitables deemed mnemor devils to
be the ideal staff at such a facility—and thanks to a recent failed infernal
plot, the inevitables had plenty of the memory devils locked in their prisons
to choose from. The paroled devils do
indeed make excellent librarians, but their hellish system of cataloguing means
that a patron researching a specific memory is utterly at their mercy.
—Occult Bestiary
21
When we covered the mezlan the other day I suggested their
stats might make good DS9 Founders
(an idea badmadwolf seemed to like). But
Bucephalus pointed out the even more obvious movie monster I’d completely
overlooked: Terminator 2’s T-1000
(right down to forming weapons with its body).
Duh, seriously, where was my head?
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