Skip to main content

Maritime Mimic




Listing on the waves, lurking in the fog, scaled into legend, phantom ships draw the curious and greedy like moths to a flame. In the case of a maritime mimic, the result is much the same; the inquisitive are consumed. This mammoth aberration slumbers in coastal shoals while digesting its meals and waiting for its spawning polyps to ripen. Once it grows hungry, or ready to release its young, the maritime mimic takes to the waves. Sometimes it demolishes actual ships that come near, other times it lays in wait while explorers come aboard to feed its myriad children. Most insidiously, it will stuff its hull with sunken loot, mixing in many of the mimic produced amid the plunder, so they can be carried off to fresh hunting grounds by the unsuspecting. The maritime mimic usually has as favored vessel it adopts the visage of, but the most wily of this breed updates its hull through the ages.


Maritime Mimic

Gargantuan monstrosity (shapechanger), neutral

Armor Class 17 (natural armor)

Hit Points 135 (10d20 + 30)

Speed 10ft

Swim 50ft

Str 24 Dex 6 Con 16 Int 5 Wis 16 Cha 13

Saving Throws Str +11, Con +7

Skills Deception +5, Perception +7, Stealth +6

Damage Immunities acid, cold

Condition Immunities exhaustion, petrified, prone, restrained

Senses darkvision 60 ft., passive Perception 17

Languages

Challenge 10 (5,900 XP)

Shapechanger.

The mimic can use its action to polymorph into a ship or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only).

The maritime mimic adheres to anything that touches it. A Gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 19). Ability checks made to escape this grapple have disadvantage. The mimic can activate or deactivate this ability as a bonus action.

False Appearance.

While the mimic remains motionless, it is indistinguishable from an ordinary ship.

Grappler.

The mimic has advantage on attack rolls against any creature grappled by it.

Innate Spellcasting.

The maritime mimic's innate spellcasting ability is Wisdom (spell save DC 15, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: beast bond, continual flame, gust

3/day each: absorb elements, beacon of hope, create or destroy water

1/day each: control water, control weather, tidal wave

Siege Monster.

The maritime mimic deals double damage to objects and structures.

Actions

Multiattack.

The mimic makes three attacks.

Pseudopod.

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 11) piercing damage plus 13 (3d8) acid damage.

Ram (Recharge 6).

The maritime mimic moves at least 20 feet and up to 50ft, or until it collides with a target of huge size or larger; it moves through the targets of large size or smaller. All targets within the area the mimic moved through or that the mimic collided with must succeed on a DC 16 Dexterity save or take 28 (8d6+7) bludgeoning damage and be subject to the maritime mimic's adhesive trait.

Objects automatically fail this save. Any creature that succeeds on this save is moved 5ft directly away from the maritime mimic.

Legendary Actions

The maritime mimic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mimic regains spent legendary actions at the start of its turn.

Attack (1 point). The maritime mimic makes one melee attack

Move (1 point). The maritime mimic makes a Move.

Echoes (2 points). The maritime magic creatures an illusion of the presence of crew or passengers. This includes such things as a warm meal waiting to be eaten, wet boot prints, spilled fresh ink, etc. These can be discovered as illusions with a successfl Intelligence (Investigation) DC 15 check. In combat, this phenomenon can confuse an enemy. A targeted creature the mimic can see within 60ft must succeed on a DC 15 Wisdom Save or had Disadvantages on attack rolls and skill checks until the end of their next turn.

Cast Spell (2 points). The maritime mimic casts an available spell

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...