An aquatic monstrosity, the gondola mimic patterns itself off of the simple crocodile to some extent. It started off floating on the surface of a canal awaiting meals to come near, but noted that prey was often wary of an abandoned boat. They were even more so of a gondola that glides on its own. Over time, it developed the ability to animate a corpse to serve as its 'pilot' and complete the illusion. The zombified gondolier serves as a guard and larder as well. Eventually the mimic also realized that it could use its necromantic prowess to rob other creatures of their buoyancy.
Gondola Mimic
Medium monstrosity (shapechanger), neutral
Armor Class
13 (natural armor)
Hit Points
90 (12d8 + 36))
Speed
15ft
Swim
40ft
Str 18 Dex 12 Con 15 Int 9 Wis 13 Cha 16
Skills Stealth +8
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
5 (1,800 XP)
Shapechanger.
The mimic can use its action to polymorph into a gondola 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. The mimic can activate or deactivate this ability as a bonus action.
Amphibious.
The mimic can breathe air and water.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an ordinary gondola.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
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.
Animate Gondolier.
The mimic can target a humanoid corpse within 30ft and invest it with false life. The corpse animates as a zombie under the mimic's control. However, this zombie cannot move more than 30ft away from the mimic. If it does so, it automatically returns to death. The mimic cannot animate more than one zombie at a time.
Reactions
Mystical Anchor.
The mimic targets a creature it can see that is in the water and has swum at least 5ft. That creature must make a Strength (Athletics) check, or sink 20ft. Until the end of its next turn, the creature has disadvantage on all Strength (Athletics) Check. This reaction does not work on a creature that has a Swim speed.
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