Skip to main content

Pendulum Mimic




Raised by a mad gnome trap-master (is there any other kind?), this species of mimic keeps an internal clock no matter what shape it takes. However, said shapes are limited to pendulums. Whether in a clock or a death trap, the mimic knows how running out time grips the hearts of other creatures and uses that to their advantage. They can also manipulate the timing of traps around them, making them perfect keepers for certain horrific tombs.

Pendulum Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 13 (natural armor)

Hit Points67 (9d8 + 27)

Speed 15 ft

Str 18 Dex 12 Con 16 Int 5 Wis 14 Cha 8

Skills Stealth +5

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., tremorsense 10 ft., passive Perception 12

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a pendulum 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 14). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only)

While the mimic remains motionless save for how it is supposed to move, it is indistinguishable from an ordinary pendulum.

Grappler.

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

Perfect Timing.

The mimic is immune to the Haste and Slow spells along with any similar magical effects

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.

Razor Slash (Object Form Only).

Target creature within 5ft of the mimic must succeed on a DC 14 Dexterity save or take 15 (2d10+4) slashing damage. As the mimic is in object form, the target is subjected to its Adhesive trait

Dread.

Target creature that the mimic can see within 10ft must succeed on a DC 12 Wisdom save or be Restrained until the end of their next turn. Creatures that are immune to fear are immune to this effect.

Reactions

Oscillation.

When a creature attempts to overcome a trap within 15ft of the mimic, the mimic may use its reaction to give the creature Disadvantage on the appropriate roll.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...