Skip to main content

Marker Mimic




While most mimics prefer dungeons and crumbling ruins, marker mimics prefer cemeteries. They like the peace and quiet first and foremost, but they found the visitors docile and easy to devour for the most part. Something about grief adds just the right spice to this monstrosity. Over time, they adapted methods to first encourage the growth of thorns and roots and then wield them as temporary tentacles when needed. None can quite say how these hungry headstones learned how to mark their targets. It doesn't matter. All that does is that the fairie fire makes them all the more deadly.

Marker Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 90 (12d8 + 36)

Speed 15ft

Str 18 Dex 13 Con 17 Int 5 Wis 14 Cha 8

5 Skills Stealth +5

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., passive Perception 12

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a headstone 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.

False Appearance (Object Form Only).

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

Grappler.

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

Innate Spellcasting (3/Day).

The mimic can innately cast Fairie Fire (spell save DC 12), requiring no material components. Its innate spellcasting ability is Wisdom.

Actions

Multiattack.

The mimic makes two pseudopod attacks.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 8) piercing damage plus 4 (1d8) acid damage.

Overgrown Grave (Recharge 6).

The ground in a 20-foot radius centered on a point within range that the mimic can see twists and sprouts tangled, thorny briers. The area becomes difficult terrain for the next ten minutes. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Reactions

Pseudovine.

If a creature within 20ft takes maximum damage from Overgrown Grave, the mimic may use its reaction to make a pseudopod attack against that creature with a reach of 20ft.

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...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...

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 ...