Skip to main content

Ragamuffin Mimic




Raised in a cornfield, the first ragamuffin mimic took on the shape of a scarecrow not to terrify the family that worked the land but rather to protect their products as they treated the polyp like a loved barn cat as it grew. The scarecrow did a fine job of eating birds and other pests, and keeping the fields clean. When bandits tried to harass the family, it took care of them too. By then, the mimic learned how to use the greenery around it to ensnare its foes without snaring itself. Since then its progeny have spread across the land. This has led to a turf war with actual scarecrows, but for now, the mimics have the upper hand.

Ragamuffin Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 71 (11d8 + 22)

Speed 15 ft

Str 18 Dex 13 Con 14 Int 5 Wis 17 Cha 8

Skills Perception +7, Stealth +5

Damage Immunities acid

Condition Immunities frightened, prone

Sensesdarkvision 60 ft, passive Perception 17

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a scarecrow 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, it is indistinguishable from an ordinary scarecrow.

Freedom of Movement.

The mimic ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Grappler.

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

Innate Spellcasting (3/Day).

The mimic can innately cast Entangle (spell save DC 13), requiring no material components. Its innate spellcasting ability is Wisdom.

Sunk Cost (Object Form Only).

When struck with a piercing or slashing melee weapon attack, the weapon sinks into the mimic's mass. The attacker must succeed on a DC 14 Strength save or be disarmed. The weapon can be pulled from the mimic using an action and a successful Strength (Athletics) ability check DC 14. Of course, if the mimic shapeshifts or dies, the weapons fall to the ground in its square.

Actions

Multiattack.

The mimic makes two pseudopod attacks.

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.​7

Bite.

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

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...