Skip to main content

Pulpit Mimic




Inspired by insane, evil wizards, a likewise insane, evil cleric got their hands on a mimic polyp and raised it to be his pulpit. From the fearsome podium, he conducted vile services often with sacrificial victims fed directly to the 'furniture'. Over time, the monstrosity absorbed the unholy power and a rudimentary understanding of religion in general. Not only can it conjure divine magic, of a sort, but it also took over the congregation once its overseer passed. Though, the sermons it and its proselytizing spawn offers are a disjointed, disturbing sort. Still, they are able to gather twisted congregations.

Pulpit Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 15 (natural armor and aura)

Hit Points 71 (11d8 + 22)

Speed 15 ft

Str 17 Dex 13 Con 15 Int 9 Wis 16 Cha 13

Skills Religion +1, Stealth +5

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 13

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into an ornate pulpit 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.

False Appearance (Object Form Only).

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

Grappler.

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

Innate Spellcasting.

The mimic can innately cast Command (spell save DC 13), requiring no material components. Its innate spellcasting ability is Wisdom.

Righteous Aura.

The mimic gains an AC bonus equal to its Wisdom as long as it is not incapacitated (factored above).

Actions

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.

Disgorge the Faithless (Recharge 6).

The mimic calls forth the spirits of those it has eaten it in a radius of 10ft for 1 minute. These spirits are vague shadows with chunks of their bodies bitten away. The mimic may designate up to 3 creatures it can see that this magical ability does not affect. When an affected creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 15 Wisdom saving throw or take 9 (2d8) necrotic damage and have its speed reduced by half until the end of its turn.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

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) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...