Skip to main content

Vapor Mimic




A sinister, urban predator, this particular mimic understands most other creatures fear the dark. So, it becomes a beacon they will come close to avoid it before first extinguishing the life and then its prey's life. No one knows the origins of this particular breed only that it has accounted for dozens of victims. This isn't because of its ambush tactics, but also because it can easily switch spots with a benign street lamp, baffling those trying to defend themselves.

Vapor Mimic

Large monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 127 (15d10 + 45)

Speed 15 ft

Str 18 Dex 12 Con 16 Int 5 Wis 14 Cha 13

Skills Stealth +7

Damage Resistances fire, poison

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 12

Languages -

Challenge 5 (1,800 XP)

Shapechanger.

The mimic can use its action to polymorph into a street lamp 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 15). Ability checks made to escape this grapple have disadvantage.

Alien Sight.

Magical darkness doesn't impede the mimic's darkvision.

False Appearance (Object Form Only).

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

Grappler.

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

Marching Order (Object Form Only).

A creature playing the bagpipe mimic in its instrument form is immune to fear and has immunity to sonic damage as long as they continue to play. 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.

Actions

Multiattack. The mimic makes a pseudopod and bite attack.

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) acid damage.

Fumes.

The mimic expels toxic fumes in a 20ft radius. All creatures within the area of effect must succeed on a DC 14 Constitution save or be Poisoned for the next minute. At the end of each turn, the creature may repeat this save with the effect ending on success.

Slight of Pseudopod.

If the mimic is unseen by any creature, it may magically change places with another street lamp within 30ft.

Bonus Actions

When the Lights Go Down (Object Form Only).

The mimic dims the light it produces as well as all other light sources in 90ft, magical or otherwise. This can move the area into magical darkness. All creatures with an intelligence of 4 or great must succeed on a DC 13 Wisdom save or be Frightened for the next minute and move in a random direction each time they Move. This blind panic state lasts for 1 minute, until a creature succeeds when repeating this save at the ends of its turns, or the illumination is restored.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned