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

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...