Everything and everyone, even mimics, wants to be remembered once they are gone. For the monstrosities, however, this is more easily said than done. The cenotaph mimic found an inventive way around the problem - by becoming a monument to someone else’s greatness. This towering horror became, well, towering, due to the sheer number of fools that came to pay the respects. In turn, it also found a way to add their names to the list. In doing so, the mimic not only unnerves all but the bravest pray but found a way to take on a bit of others' glory as its own for a mimic or two. Now its descendants haunt many a cemetery or abandoned courtyard, larger-than-life monstrosities lording over their lesser kin.
Cenotaph Mimic
Huge monstrosity (shapechanger), neutral
Armor Class
14 (natural armor)
Hit Points
133 (14d12 + 42)
Speed
15ft
Str 22 Dex 12 Con 17 Int 11 Wis 15 Cha 11
Saving Throws Str +9, Con +6
Skills Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities acid, necrotic
Condition Immunities prone
Sensesdarkvision 60 ft., passive Perception 12
Languages
-
Challenge
7 (2,900 XP)
Shapechanger.
The mimic can use its action to polymorph into a cenotaph 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 17). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an ordinary cenotaph.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Name the Dead (Object From Only).
As a bonus action, the mimic can generate a memorial to a creature with an intelligence of 6+ it is combat with that is within 60ft which is in a language that the creature understands. That creature must succeed in a DC 13 Wisdom save or suffer Disadvantage on any attacks against the mimic until the end of its turn. This name remains in place until the mimic uses this ability again.
Actions
Multiattack.
The mimic makes two pseudopod attacks.
Pseudopod.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 9 (2d8) acid damage.
Reactions
Memorialize.
After being struck by a class ability, the mimic may use its reaction to temporarily memorize that ability. Until the end of its next turn, it may use that class ability as if it had 14 levels in that class
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