Bred and spread by the kingdom's elite, the gatekeeper mimics are taught to guard the rich and rarely, if ever, bites the hands that feed. Likewise, they are instructed to be neither seen nor heard unless absolutely necessary. Having an entryway covered in eyes and teeth is quite uncouth after all. As such, they are adept at playing against a potential trespasser's attempts to bypass them and do not resort to violence unless instructed or starved. Then, they lash out at any creature that tries to get past them or run away. More than a few times sleeping guards have had to clean up messes on the street when they wake.
Gatekeeper Mimic
Medium monstrosity (shapechanger), neutral
Armor Class
15 (natural armor)
Hit Points
75 (10d8 + 30)
Speed
15ft
Str 16 Dex 13 Con 17 Int 5 Wis 14 Cha 8
Saving Throws Str +5
Skills Perception +6, Stealth +5
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 16
Languages
-
Challenge
3 (700 XP)
Shapechanger.
The mimic can use its action to polymorph into a gate 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 13). 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 gate.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Locksmith (Object Form Only).
The mimic can lock itself tight when in gate form and reflexively counter attempts to open it. Whenever a creature attempts to unlock it, the mimic may make a Perception check with a DC of the creature's Thieves Tools check. If the mimic succeeds, it remains locked.
You Shall Not Pass.
The mimic can always make an opportunity attack when a creature moves out of its threatened area, even if it has taken a reaction this turn. Creatures cannot take the Disengage when within the mimic's reach.
Actions
Multiattack.
The mimic makes two pseudopod attacks.
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.
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