b'Mneminder \n'b'  Small   plant ,  neutral good  \n'b'  Armor Class  10  Hit Points  7 (2d6)  Speed  30 ft. fly (hover)\n'b' STATS STR: 1 (-5) DEX:  11 (+0)  CON:  10 (+0)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +4,  Cha  +7  Skills   Insight  +17,  Perception  +5  Condition Immunities   charmed ,  stunned ,  unconscious   Damage Immunities  psychic  Senses  empathic (see traits) 60 ft., passive  Perception  15  Languages  telepathy 5 ft.  Challenge  1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Empathic . The mneminder can perceive the moods and emotions of other creatures that it can see. Unless other creatures try to conceal their emotions, the mneminder can identify what the creatures are feeling and can instantly recognize any creature it has encountered before based on its emotional profile. This includes if the creature assumes a form different than the one the mneminder first encountered it in. \n'b'  Insightful . The mneminder has a +10 bonus on  Wisdom  ( Insight ) checks (included in its statistics). \n'b'  Symbiote . When the mneminder attaches to a creature with its Attach action, it gains knowledge of the creature\xe2\x80\x99s desires and has Epic advantage on  Wisdom  ( Insight ) checks to determine whether the creature to which it is attached is being deceptive. Additionally, a creature to which a mneminder is attached gains proficiency in all  Charisma  ability checks and may use the mneminder\xe2\x80\x99s  Charisma  when making said checks instead of its own. \n'b'\n'b' ACTIONS \n'b'\n'b'  Attach . The mneminder attaches itself to a willing creature within 5 feet of it. While attached to the creature, the mneminder is  incapacitated , moves with the target when it moves or teleports, and the target gains the benefits of the mneminder\xe2\x80\x99s Symbiote feature. At the start of the each of the target\xe2\x80\x99s turns, the mneminder can choose to end the effect. \n'b'  Yood Spores .  Ranged Spell Attack : +7 to hit, range 60 ft., one creature.  Hit : The creature emits a horrible stench for 1 hour. While emitting said stench, a creature cannot be hidden from creatures that can smell it and has Epic disadvantage on  Charisma  ability checks.'