Skip to main content

Staff of the Mimic

Why do wild mages always have the worst ideas? The first mimic of this sort came from such a spell-caster who charmed a mimic, twisted it to a staff, and imbued it with chaotic power until it became magical in its own right. The mage though it focused the surge into just duplicating spells, but the mimic was feeding off of him. One thing that can't be charmed is a mimic's hunger and eventually, well, it drained the mage's last bit of lifeforce to make an easy meal. lt has found many a power-hungry mage just as gullible since then.

Staff of the Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 11 (natural armor)

Hit Points 78 (12d8 + 24)

Speed 15 ft

Str 15 Dex 10 Con 14 Int 12 Wis 13 Cha 16

Skills Arcana+3, Stealth +4

Damage Immunities acid; damage from spells a creature holding it casts

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a +2 magic quarterstaff 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 12). Ability checks made to escape this grapple have disadvantage. The mimic can activate and deactivate this ability as a bonus action.

Archmimic.

If the mimic reduces a spell-caster to 0 Hit Dice, that creature falls to 0 hit points and begins dying. The mimic heals a number of Hit Points equal to the total level of spells the creature can still cast. If the mimic kills a spell caster with a physical attack, it gains Advantage on all attacks for a number of rounds equal to that creature's normal hit dice.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary +2 magic quarterstaff.

Grappler.

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

Magic Weapons.

The mimic's weapon attacks are magical.

Actions

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.

Reactions

Spell Mimicry

The mimic casts a spell that a creature holding it just cast at the same or a different target, as long as the spell is 3rd level or less. The mimic's spellcasting stat is Charisma. (+5 to hit with spell attacks, DC 13) However, the creature holding it also loses Hit Dice equal to the level of the spell. Usually, the mimic uses this Reaction as directed by the creature holding it using a Bonus Action to do so. However, the mimic can do this of its own accord whether the creature holding it wants it too or not.

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