Skip to main content

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 ‘cast’ 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.

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) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...