Skip to main content

Font Mimic




Is there anything more inspirational than a fountain? People gravitate toward these displays by instinct. They laugh, play, and eat under its shadow. Some even toss hard-earned copper in for a wish. Most also don't give them a second thought. This is where the mimic comes in. It loves the adoration and is a watering hole and lurking crocodile rolled into one. The years of psychic energy poured into it from bystanders have also imbued it with terrible gifts - gifts it shares with its spawn taking the shape of benches and ornamentation.

Font Mimic

Large monstrosity (shapechanger), neutral

Armor Class 15 (natural armor)

Hit Points 123 (13d10 + 52)

Speed 15 ft

Str 16 Dex 12 Con 18 Int 5 Wis 13 Cha 15

Skills Stealth +7

Damage Resistances cold

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 12

Languages -

Challenge 6 (2,300 XP)

Shapechanger.

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

False Appearance (Object Form Only).

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

Grappler.

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

Aberrant Radiance (Object form Only).

Whenever the mimic assumes its fountain shape, it chooses one of the following abilities. Beguiling Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic must succeed on a DC 13 Charisma save or be Charmed by the mimic. This effect ends if a charmed creature takes any damage and they become immune to this effect for the next 24 hours.


Devouring Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic takes 1 necrotic damage.


Healing Radiance: At the start of each of the mimic's turns, all monstrosities within 5ft of the mimic regains 1 hit point.


Repelling Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic must succeed on a DC 13 Charisma save or use their reaction to move their speed away from the mimic.

Actions

Multiattack.

The mimic makes two attacks, one of which must be a water jet.

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 10 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: 11 (2d8 + 3) piercing damage plus 4 (1d8) acid damage.

Water Jet.

Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. In addition, a creature must succeed on a DC 14 Strength save or be knocked prone.

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...

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) ...