Skip to main content

Mirror Mimic





This particular mimic species finds the vainglorious especially delicious. It evolved to imitate glass of myriad kinds, often within elaborate frames. Yet, as the saying goes, one is what they eat. Over time, this mimic developed an intense vanity, no pun intended, and with it blossomed illusionary magic not unlike a sorcerer. These spells help the aberration hunt all the better. It also strengthened the mimic against the arcane in general, and it can use its surface to reflect offensive spells back at the casters


Mirror Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 11 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 15ft

Str 17 Dex 11 Con 16 Int 5 Wis 13 Cha 14

Skills Stealth +4

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., truesight 10 ft., passive Perception 11p> Languages -

Challenge 3 (700 XP)

Shapechanger.

The mirror mimic can use its action to polymorph into a mirror 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 (Mirror Form Only).

The mirror mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance.

While the mirror mimic remains motionless, it is indistinguishable from an ordinary full-length mirror.

Grappler.

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

Innate Spellcasting.

The mirror mimic's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: minor illusion

3/day each: charm person

1/day each: hypnotic pattern

Magic Resistance.

The mirror mimic has advantage on saving throws against spells and other magical effects.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Reactions

Reflect.

Whenever the mirror mimic successfully saves against a spell, it may use its reaction to automatically cast that same spell at the same DC against its caster as long as the caster is within 60ft and can be seen by the mirror mimic.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned