A collection of stunted polyps, the caltrop mimic swarm struggled to bring prey down. That was, until, it ran across a collection of caltrops spread on the ground and more importantly the adventurer hobbled by it. They quickly discovered that the meal couldn't hobble away fast enough and proved easy to devour. So, they chose to imitate the little spike. While they remained stunted, the collection bred and spread. Now, these swarms are valued by devious (and foolhardy) footpads who use them to great effect... as long as they don't get eaten.
Caltrop Mimic Swarm
Medium swarm of Tiny monstrosities (shapechanger), neutral
Armor Class
13 (natural armor)
Hit Points
58 (9d8 + 18)
Speed
15 ft
Str 15 Dex 15 Con 15 Int 5 Wis 14 Cha 10
Skills Stealth +6
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities acid
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Sensesdarkvision 60 ft, passive Perception 12
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic swarm can use its action to polymorph into a spread of caltrops 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 swarm adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only).
While the mimic swarm remains motionless, it is indistinguishable from an ordinary spread of clatrops.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Nibbles (Object Form Only).
Covering a 5ft square area, the mimic swarm awaits its prey. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 acid and 1 piercing damage. In addition, it is subjective to the mimic's swarm Adhesive trait. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
As long as the creature continues to play it may grant a number of creatures equal to its Charisma bonus (minimum 1) advantage on saves versus fear.
Swarm.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
Actions
Tiny Pseudopods.
Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bites (swarm has more than half HP).
Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage plus 4 (1d8) acid damage.
Bites (swarm has half HP or less).
Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 3 (1d6) piercing damage plus 2 (1d4) acid damage.
Reactions
Pull Down.
If the mimic is grappling a creature, it may force the creature to succeed on a DC 12 Strength save or fall prone and make a Bites attack.
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