Skip to main content

Medusa's Mimic




Lovingly raised by a cold-blooded fiend, the medusa’s mimic gladly guards its ophidian mistress. This particular monstrosity plays at being a medusa’s victims and blends in with all the other stone statues scattered about. Too often, adventurers that make their way into a medusa’s lair are too worried about the lady of the house to pay much attention to the ‘art’ standing about. The medusa’s mimic uses this to its advantage, splitting the party up with phantom sounds before swiftly striking. It either drags its meal off to devour quietly or slays it and then takes the form of a still statue once more as the prey’s associates come near. Even after the medusa is slain, the mimics may linger on in the area. They are simple creatures after all.


Medusa's Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 15ft

Str 17 Dex 11 Con 16 Int 5 Wis 13 Cha 10

Skills Stealth +4

Damage Immunities acid

Condition Immunities petrified, prone

Senses darkvision 60 ft., passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The medusa's mimic can use its action to polymorph into a humanoid statue 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 but does take on an illusionary stone appearance. 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.

Ambusher.

The medusa mimic has advantage on attack rolls against any creature it has surprised.

False Appearance.

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

Grappler.

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

Phantom Sounds.

As a bonus action, the medusa's mimic can magically produce minor sounds such as footsteps, pebbles falling, the scrapping of metal, etc, in any spot it can see within 60ft. These sounds persist until the end of its round.

Sneak Attack (1/Turn).

The mimic deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the mimic that isn't incapacitated and the mimic doesn't have disadvantage on the attack roll.

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.

Comments

Popular posts from this blog

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

Pogonip

Cast out of the winter queen's court, Pogonips lives to fight and has anything but a cool head despite shards of frost for hair. She roams the land lookng for her next bout, using vicious claws and ice magic to overwhelm her opponents. One thing the petite terror loves about the mortal world is how good it feels to leech the last of an enemy's heat away mouth to mouth before they go cold forever. She's adoped their clothing as well, at least a form fitting armor of black leather. Though, she'll never get used to gloves or boots. Pogonip Medium fey, neutral evil Armor Class 15 (studded leather) 97 (13d8 + 39) Speed 30 ft Str 12 Dex 16 Con 16 Int 11 Wis 10 Cha 16 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 13 Lan...