Skip to main content

Curious Mimic




While this strain of mimic craves flesh and blood as much as any other, it also covets all that sparkles. Not only does it gather treasures to fill itself, but it also doesn't lock them away by taking the form of a chest. Instead, it becomes an elegant cabinet full of flawless glass, crafted from exquisite wood. The items it collects are arranged in an artistic display, not only to show off but to attract fresh prey. The mimic addles the minds of those that spy its treasures. Those that succumb wander closer to add to the collection, and sometimes get eaten. Over time, the species realized that many magic items are dangerous to hang on to, and thus developed the ability to dampen them to some extent. It's not unknown for a mad wizard to breed curious mimics to hold and guard his collection at the same time. Though, more than a few have been devoured by their pets.

Curious Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 71 (11d8 + 22)

Speed 15ft

Str 18 Dex 12 Con 15 Int 9 Wis 13 Cha 16

Saving Throws Int +2, Wis +4

Skills Arcana +2, Perception +4, Stealth +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., passive Perception 13

Languages understands All but cannot spea

Challenge 7 (2,900 XP)

Shapechanger.

The mimic can use its action to polymorph into a curio-cabinet 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 15). Ability checks made to escape this grapple have disadvantage. The mimic may activate and deactivate as a bonus action.

Dampening Aura.

The mimic projects a 30ft aura that dampens magic items. All creatures that enter this area or begins their turn within it, must succeed on a DC 14 Charisma save or the magic items it carries do not function until the beginning of their next turn.

False Appearance (Object Form Only).

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

Grappler.

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

Actions

Multiattack.

The curious mimic makes two pseudopod attacks.

Pseudopod.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) 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: 12 (2d8 + 4) piercing damage plus 9 (2d8) acid damage.

Avarice Charm (Object Form Only).

One humanoid the mimic can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. A charmed creature is compelled to put its most valuable possession into the cabinet that will fit. In addition, the charmed creature will defend the curio cabinet against any attempt to take items from it. If the mimic reveals its true form, a charmed creature may repeat this save. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

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