Skip to main content

Cask Mimic




Raised by a vengeful noble, the cask mimic was first trained to protect the man's most precious vintages and to keep his favorite foods fresh far longer than they should. Then, one day the noble had it devour an unfaithful spouse and hide the body from the authorities. Over time, only the bones remained within the monstrosity's mass. The fickle blueblood decided to scold and beat their fine pet one day and in response, the mimic spat the bones at them. To both their surprise, the skeleton protected the mimic, strangled the noble, and then fell inert. In the end, everyone assumed the noble was killed by a vengeful spirit and the mimic continued on, undetected.

Cask Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 15 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 15 ft

Str 16 Dex 12 Con 16 Int 5 Wis 13 Cha 15

Skills Stealth +5

Damage Resistances necrotic

Damage Immunities acid, poison

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages understands All but cannot speak

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a barrel, cask, 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 13). 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 cask or barrel.

Fresh (Object Form Only).

Any item stored within the mimic while it is in object form remains fresh and spoilage free for as long as the mimic remains in that state.

Grappler.

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

Actions

Multiattack.

The mimic makes two pseudopod attacks.

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.

Barrel Roll (Object Form Only)(Recharge-5-6).

The mimic travels in a 30ft line that is 5ft wide. All creatures in the area of effect must succeed on a DC 13 Dexterity save or take 10 (3d6) bludgeoning damage and be knocked If a creature fails this save by 5 or more it is subject to the mimic's adhesive trait and travels with the mimic. This movement does not provoke opportunity attacks.

Bonus Actions

Mimic Pellet.

After consuming a medium creature, the mimic may retain its skeleton for up to one year. As a bonus action, the mimic may discharge that skeleton, which animates and aids the mimic for 1d4 rounds before falling to pieces. This skeleton counts as a construct instead of an undead.

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