The favorite of shrewd bartenders and wary nobles everywhere, the banquet mimic is furniture, cleanup service, and watch dog all rolled into one. On top of that, it even serves as a proof against poison of most sorts. The first of these sentient tables was found by accident in an inn's bar. See, the inn always had an issue with rats. So much so, that the owner often gave free rooms and meals to starting adventurers who took care of them from time to time. Then, one day, the rat problem just stopped. He wasn't sure why so he hired the next new adventurer to find out. It turned out one of the tables was a mimic that never bothered patrons but fed on rodents. Tickled, the owner started leaving little treats for the mimic, polishing it good, even petting it. One day a fight broke out and someone stuck a broken bottle in the owner's side. That's when the mimic made itself known to everyone. Now, no one messes with the owner and several of the mimic's spawn have moved on to other bars and even some noble's banquet halls. As to why they an anathema to poison? Well... the inn had really terrible food. Like, really, really terrible.
Banquet Mimic
Large Monstrosity (shapechanger), neutral
Armor Class
14 (natural armor)
Hit Points 75 (10d10 + 20)
Speed
15 ft
Str 18 Dex 12 Con 15 Int 5 Wis 16 Cha 13
Skills Insight +5, Perception +5, Stealth +5
Damage Immunities acid, poison
Condition Immunities prone, poisoned
Sensesdarkvision 60 ft, passive Perception 15
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic can use its action to polymorph into a table 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. The mimic can activate and deactivate this ability as a bonus action.
Danger Sense.
The mimic has advantage on Initiative rolls.
Bar Brawler.
Creatures provoke opportunity attacks from the mimic even if they take the Disengage action before leaving its reach. When a creature within 5 feet of mimic makes an attack against a target other than it (and that target doesn't have the Sentinel feat), the mimic can use its reaction to make a melee weapon attack against the attacking creature.
False Appearance (Object Form Only)
While the mimic remains motionless, it is indistinguishable from an ordinary table.
'Fine' Dining (Object Form Only).
Any food or drink placed on the mimic is automatically purified and rendered free of poison and disease. This does not, however, render terrible food edible.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Actions
Pseuedpod.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 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: 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage.
Comments
Post a Comment