Skip to main content

Portal Mimic




From a strain of mimics bent on imitating quirky dungeon features, the portal mimic lays in wait as a ‘secret door’ waiting to be found. It discovered over time that prey loves the poke around when they see even one stone out of place. While this gets the first catch in, its fellows tend to batter the mimic to get them free. To that end, the portal mimic developed the ability to general a faux-treasure-laden pocket dimension on the other side of its opening. In truth, this is a mystical extension of the monstrosity’s stomach, and the portal mimic is a glutton.

Portal Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 15ft

Str 18 Dex 12 Con 16 Int 5 Wis 17 Cha 8

Skills Perception +5, Stealth +5

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., passive Perception 15

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

TThe portal mimic can use its action to polymorph into a 'secret' door (DC 13 to 'discover') 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.

Acidic Alcove (Object Form Only).

When the portal mimic is fused to a wall, it creates an extradimensional space on the other side that resembles an unlit room. This extradimensional space measures 10x10 and is under the effect of the darkness spell. Its walls are plain stone and it always has a piece of illusionary treasure within (DC 13).


If a creature ends its turn within the extradimensional space, it takes 10 (3d6) acid damage. If the portal mimic dies or reverts to its true, amorphous form, any creatures within the extradimensional space appear in an unoccupied square within 30 feet.

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 (Object Form Only).

While the mimic remains motionless, it is indistinguishable from a 'secret door.'

Grappler.

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

Innate Spellcasting (3/Day).

The portal mimic can innately cast Misty Step, requiring no material components. Its innate spellcasting ability is Wisdom.

Actions

Multiattack.

The portal mimic makes two pseudopod attacks

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 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: 8 (1d8 + 4) piercing damage plus 9 (2d8) 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