Skip to main content

Abyssal Mimic




A large and invasive species, the abyssal mimic loves dank, dark, deep places. Naturally, it is attracted to dungeons. It tunnels out a few chosen burrows along a dungeon's floor, preferring places with decent foot traffic. Once settled into place, it's lips become the cover of a floor trap, and its gullet turns inside out forming the spiked pit below. Considered a nuisance by most underground races, the monstrosity is pulled out wherever it is found. After all, wandering monsters digest just as well as adventurers. Nobody likes getting eaten.

Abyssal Mimic

Large monstrosity (shapechanger), neutral

Armor Class 11 (natural armor)

Hit Points 76 (9d10 + 27)

Speed 15 ft

Burrow 10 ft

Str 18 Dex 10 Con 17 Int 5 Wis 14 Cha 8

Skills Stealth +4

Damage Resistances necrotic

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, tremorsense 10ft passive Perception 12

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a pit trap 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 corpse cart adheres to anything that touches it. A Huge or smaller creature adhered to the corpse cart is also grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage.

Dead Drop (Object Form Only).

While disguised as a pit trap, the mimic appears to be constructed from material identical to the floor around it. A successful DC 14 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the mimics’s cover. A successful DC 14 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.


When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is 10 feet deep, the bottom of which is lined with spikes (the mimic's teeth). Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it 'safe' to cross. A creature that falls into the pit takes 3 (1d6) bludgeoning damage and 11 (2d10) piercing damage.

False Appearance (Object Form Only).

While the corpse cart remains motionless in its cart state, it is indistinguishable from a pit trap.

Grappler.

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

Actions

Pseudopod.

Melee Weapon Attack: +6 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: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage.

Bonus Actions

Flood (Object Form Only).

If there is a creature within the mimic while its cover is closed, it floods the chamber with gullet acid inflicting 7 (2d6) acid damage to the creature.

Reactions


Snap (Object Form Only).

The mimic resets its floor 'cover', trapping a Large or Smaller creature inside. The cover can be opened with a successful contested Strength roll against the mimic from either the creature within or another creature within 5ft. However, these creatures are subject to the mimic's Adhesive trait.

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