Skip to main content

Trapdoor Mimic




The best thing about being an ambush predator is being where the food is, or rather where the food will be. In that vein, this mimic species figured out that there are always adventurers plumbing dungeon depths and that some of the physically weakest, rogues, are always carefully probing floors for traps. So, they have become those floors. Not only do meals come to them, there is a ‘tenderizer’ close at hand as it were in the form of a spiked pit, acid bath, or the like. If hapless creatures don’t realize it is there, however, and walk over them, well all the better.


Trapdoor Mimic

Large monstrosity (shapechanger), neutral

Armor Class 10 (natural armor)

Hit Points 90 (12d10 + 24)

Speed 15ft

Climb 10ft

Str 18 Dex 8 Con 15 Int 5 Wis 14 Cha 8

Skills Stealth +3

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 1

Languages -

Challenge 3 (700 XP)

Shapechanger.

The trapdoor mimic can use its action to polymorph into a trapdoor 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 trapdoor mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage.

False Appearance.

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

Floor Camouflage.

As long as the trapdoor mimic remains motionless, it gains the color and texture of the floor around it. Realizing it is different than said floor requires a Wisdom (Perception) check, DC 13. If a creature sees through the Floor Camouflage, refer to the trapdoor mimic's False Appearance instead.

Grappler.

The trap door mimic

Actions

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 4 (1d8) acid damage.

Reactions

Spit.

The trapdoor mimic may use its reaction to toss a creature it is grappling 10ft in any direction, generally into the trap the mimic is covering. The creature must then succeed on a DC 14 Dexterity save or fall prone. If the creature collides with another creature, both must succeed on a DC 14 Strength roll or fall prone.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

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) ...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...