Skip to main content

Cenotaph Mimic




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

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...