An offshoot, and rival, of the kiln mimic, this freezing variety capitalizes on humanoids' need for ice. It had started its life imitating a kiln but fell into disuse after a series of long, brutal winters brought on by frost giants. The mimic was faced with a choice: evolve or die. It flipped its elemental focus from heat to ice. Not long after it finally adapted to the frigid clime, heroes pushed the frost giants out of the area. As the temperature steadied out, the mimic found itself unable to switch back. But it also learned that in the warm months humanoids needed to store ice. Some of them also needed to dispose of bodies. It is natural perhaps, that it came into the sphere of local criminals who needed to put rivals 'on ice'. Alas, this first town was destroyed when a kiln mimic arrived and the two huge monstrosities went to war against each other.
Icehouse Mimic
Huge Monstrosity (shapechanger), neutral
Str 19 Dex 11 Con 18 Int 7 Wis 16 Cha 8
Skills Stealth +6
Damage Immunities acid, cold
Condition Immunities exhaustion, prone
Sensesdarkvision 60 ft, passive Perception 13
Languages -
Challenge 5 (1,800 XP)
Shapechanger.
The mimic can use its action to polymorph into an ice house 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 15). Ability checks made to escape this grapple have disadvantage.False Appearance (Object Form Only)
The mimic can use its action to polymorph into an ice house 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.Freeze Dry.
When the mimic inflicts cold damage to a creature, that creature suffers the following effects until the end of their next turn:The creature cannot regain hit points.
The creature's speed is halved.
The creature takes an additional 1 cold damage for each dice of other damage it takes.
If the creature is reduced to 0 hit
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