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Ballistic Mimic




Perhaps one of the oddest mimic breeds, the ballistic mimic loves the crash and thunder of combat almost as much as it loves eating. Its digestive system, as elusive and strange as any other shapeshifting aberration, produces a particularly volatile acid which ignites when exposed to oxygen if expelled at a high enough speed. This allows the mimic not only to imitate a siege weapon more effectively, but also cooks its prey, which it prefers. Most often, the ballistic mimic takes on the shape of a cannon with a great roaring mouth ā€˜castā€™ at the end its barrel and baroque wheels. In areas where such items are unheard of, it will pretend to be a self-lighting ballista instead. To deal with multiple enemies, or wily ones, this mimic sports a most disgusting ability, that of generating and spitting a spread of polyps that explode into a tar-like mass on impact. It is not unheard of for pirate crews to cultivate ballistic mimics, feeding them prisoners taken in exchange for firepower.


Ballistic Mimic

Large monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 110 (13d10 + 39)

Speed 15ft

Str 16 Dex 17 Con 16 Int 5 Wis 15 Cha 8

Skills Perception +5, Stealth +9

Damage Resistances fire

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 15

Languages undersands common but cannot speak

Challenge 5 (1,800 XP)

Shapechanger.

The mimic can use its action to polymorph into a cannon 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 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 mimic of chance remains motionless, it is indistinguishable from an ordinary cannon.

Grappler.

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

Innate Spellcasting (1/Day).

The ballistic mimic can innately cast Hunter's Mark, requiring no material components. Its innate spellcasting ability is Wisdom.

Actions

Multiattack.

The ballistic mimic makes two melee attacks.

Pseudopod.

Melee Weapon Attack: +6 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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Belch Fire.

Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 10 (3d6) fire damage plus 10 (3d6) acid damage

Polyp Shot (Recharge 5-6).

The mimic fires a 30ft cone of sticky poylps. All creatures in the area of effect must succeed on a DC 14 Dexterity save or be Restrained for the next minute. At the end of each of its turns, an affected creature may repeat this save with the effect ending on success.

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