b'Swarm of Living Memories \n'b'  Small   swarm of Tiny undead ,  neutral  \n'b'  Armor Class  13  Hit Points  40 (16d6 \xe2\x80\x93 16)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX:  18 (+4)  CON:  9 (-1)  INT:  18 (+4)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned   Senses  passive  Perception  12  Languages  \xe2\x80\x93  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The swarm can move through other creatures and objects as if they were  difficult terrain . It takes no damage if it ends its turn inside an object. \n'b'  Memory Connection . The swarm is connected to a particular memento and memories it expresses are connected to that memento. If the memento is destroyed, the swarm is reduced to  0 hit points . \n'b'  Undead Resilience . The swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Buffeting Maelstrom .  Melee Weapon Attack : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space.  Hit : 15 (2d10 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if the swarm is at half of its  hit points  or fewer. \n'b'  Joyous Memories . The swarm targets an ally it can see within 60 feet of it. The target experiences a series of joyous memories associated with the memento\xe2\x80\x99s past. The presence of the memories causes an effect based on the memento that summoned the swarm (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm\xe2\x80\x99s Painful Memories). The swarm may not target the same creature with Joyous Memories until its previous effect wears off or is otherwise removed. \n'b'\n'b' 1 \n'b'  The Courtesan\xe2\x80\x99s Necklace . The target has a +10 bonus to  Charisma  ( Persuasion ) checks for one hour. \n'b'\n'b' 2 \n'b'  The Criminal\xe2\x80\x99s Skull . The first time the target would drop to  0 hit points  as a result of taking damage, it instead drops to 1 hit point. \n'b'\n'b' 3 \n'b'  The Eagle\xe2\x80\x99s Feather . The target gains a flying speed of 20 ft. for 1 hour. \n'b'\n'b' 4 \n'b'  The Healer\xe2\x80\x99s Potion . The target gains 15  temporary hit points . \n'b'\n'b' 5 \n'b'  The Jailor\xe2\x80\x99s Key . The swarm casts the  freedom of movement  spell on the target. \n'b'\n'b' 6 \n'b'  The Knight\xe2\x80\x99s Sword . The target gains a +2 bonus to AC for 8 hours. \n'b'\n'b' 7 \n'b'  The Scholar\xe2\x80\x99s Book . The target\xe2\x80\x99s  Intelligence  score is increased by 4 up to a maximum of 22 for 8 hours. \n'b'\n'b' 8 \n'b'  The Seer\xe2\x80\x99s Orb . The target\xe2\x80\x99s next  attack  roll is made with advantage. \n'b'\n'b'  Painful Memories . The swarm assails a creature with voices and images associated with the memento that brought the swarm to life. The target must succeed a DC 14  Wisdom  saving throw or suffer an effect based on the memento (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm\xe2\x80\x99s Painful Memories). \n'b'\n'b' 1 \n'b'  The Courtesan\xe2\x80\x99s Necklace . On a failed save, the target is  charmed  until the end of its next turn. \n'b'\n'b' 2 \n'b'  The Criminal\xe2\x80\x99s Skull . On a failed save, the target is  poisoned  and takes 4 (1d8) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' 3 \n'b'  The Eagle\xe2\x80\x99s Feather . On a failed save, the target is blown off its feet and is pushed 20 feet away from the swarm. \n'b'\n'b' 4 \n'b'  The Healer\xe2\x80\x99s Potion . On a failed save, the target cannot benefit from any  healing  effects for 1 minute. \n'b'\n'b' 5 \n'b'  The Jailor\xe2\x80\x99s Key . On a failed save, the target is  paralyzed  until the end of its next turn. \n'b'\n'b' 6 \n'b'  The Knight\xe2\x80\x99s Sword . On a failed save, the target\xe2\x80\x99s AC is reduced by 2 until the end of combat. \n'b'\n'b' 7 \n'b'  The Scholar\xe2\x80\x99s Book . On a failed save, the target\xe2\x80\x99s  Intelligence  score becomes 1 until the end of its next turn. It cannot cast spells, activate magic items, understand language, or communicate in any intelligible way. \n'b'\n'b' 8 \n'b'  The Seer\xe2\x80\x99s Orb . On a failed save, the target makes all  attack  rolls with disadvantage until the end of its next turn.'