Skip to main content

Jardinière Mimic




Some mimics prefer a symbiotic relationship to a strictly predatory one. A case in point is this monstrosity that prefers the shape of an ornate vase, and not the sort for decoration alone. Oh no, this mimic will plant and tend to greenery all on its own if it has too. Not only does it find the companionship soothing, but it can also then use the plant and others as an ally of sorts in combat. That and, many adventurers discount it as a mimic out of hand because of the living thing within. More fertilizer for its leafy friends.

Jardinière Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 13(natural armor)

Hit Points 65 (10d8 + 20)

Speed 15 ft

Str 18 Dex 11 Con 14 Int 5 Wis 16 Cha 8

Skills Nature +1, Stealth +4

Damage Resistances poison

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into an artistic planter 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 an artistic planter.

Grappler.

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

Grass Roots.

The mimic takes control of a living, non-sentient plant of Small size within 5ft and uses it as an animated tool and weapon. The plant becomes a defacto awakened shrub for the next minute or until the mimic dies. The plant does not attack or move on its own. The mimic can use a bonus action to have the shrub move or attack. The mimic cannot control more than one plant at a time.

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.

Nourish (Object Form Only).

The mimic restores 3(1d6) hit points to a plant it can see within 30ft and provides the water and nutrients it needs for 1 day.

Spit Poison.

While Grass Roots is active, the mimic may use its action to spit poison manufactured from the linked plant at a target it can see within 30ft. If the target is a creature, it must succeed on a DC 12 Constitution save or be Poisoned for the next minute. An affected creature can repeat this save at the end of each of its turn with the effect ending on success.

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 ...