Skip to main content

Slumber Mimic




The slumber mimic is a fundamentally lazy creature. Much like a content feline, it would rather snooze away its days, only rousing to obtain a snack and then soon return to whatever dreams the monstrosity dreams. As such, it always and can only take the shape of a bed. Sometimes this is a simple cot, other times four-post opulence. The result is the same, however, some poor creature comes along, rests its head, and never wakes up. So enamored is the slumber mimic of sleeping, and eating sleeping meals, it even developed the ability to force prey into that state. It can, and does, even consume some of its own essence to bewitched particularly resistant targets.


Slumber Mimic

Large monstrosity (shapechanger), neutral

Armor Class 10 (natural armor)

Hit Points 76 (9d10 + 27)

Speed 15ft

Str 18 Dex 9 Con 7 Int 5 Wis 13 Cha 14

Skills Stealth +3

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 10

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The slumber mimic can use its action to polymorph into a comfy bed 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 14). Ability checks made to escape this grapple have disadvantage.

False Appearance.

While the mimic remains motionless, it is indistinguishable from a comfy bed.

Grappler.

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

Innate Spellcasting.

The slumber can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Restless Hunger.

As a bonus action, the slumber mimic may sacrifice hit points to increase the potency of its Sleep Spell. For each d8 of damage it takes, the next Sleep spell it casts before the end of its next turn has an additional d8 rolled to determine the hit point threshold for creatures affected.


The Slumber Mimic is immune to any effect that would cause it to sleep.

Actions

Multiattack.

The slumber mimic makes two attacks.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 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: 11 (2d6 + 4) piercing damage plus 4 (1d8) acid damage.

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