Skip to main content

Hourglass Mimic




For a mimic laying in wait for its next meal, there is nothing to do but bid its time. That is, of course, unless one figures out how to feast on time itself. The hourglass mimic hasn’t mastered this feat yet, not exactly anyway. It has, however, figured out to latch onto the lifespan of nearby prey and siphon fragments of it away. How the monstrosity came across these abilities is up for speculation. Appearing as an hourglass, it will often suck away a creature’s hours until the meal succumbs to exhaustion before feasting.

Hourglass Mimic

Tiny monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 88 (16d4 + 48))

Speed 15ft

Str 7 Dex 17 Con 16 Int 7 Wis 17 Cha 8

Damage Immunities acid

Condition Immunitiesprone

Sensesdarkvision 60 ft., passive Perception 13

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The hourglass mimic can use its action to polymorph into an hourglass 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 remains motionless, it is indistinguishable from an ordinary hourglass.

Grappler.

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

The Hour is at Hand.

The hourglass mimic has Advantage on all Initiative rolls.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 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: 3 piercing damage plus 3 (1d6) acid damage.

The Hour is Nigh.

The hourglass mimic targets a creature it can see within 120ft and drains moments of its life away. The creature must succeed on a DC 13 Wisdom save or gain a level of Exhaustion. A creature that fails this save by 5 or more gains two levels of Exhaustion instead.

Consume Time (Recharge 6).

The hourglass mimic devours the time around it in a 30ft radius. All other creatures within the area of effect must succeed on a DC 13 Wisdom save or be able to either Move or take an Action each turn, but not both for the next minute. Affected creatures cannot take Reactions. If a creature fails this save by 5 or more, they age by 1d4 X 10 years.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...