Skip to main content

Anvil Mimic




There once was a blacksmith who got rich and famous, at least for his area, thanks to the help of some local fey. The wee folk were happy to help, in the beginning at least. At first, the blacksmith knew his place and gave them proper praise and gifts. But as his wealth grew, so did his ego. Once he'd crossed that line and hurt the fey's feelings, he had to be punished. This came in the form of a new 'enchanted' anvil gifted to him for being the best blacksmith ever. It ended up just being a mimic sculpted by fey magic. The blacksmith with a big head ended up having a very flat head, as did his family who came to investigate, his customers who came to pick up items, and then the local law who came to check out why folks weren't coming back from the shop. Since then these mimics have spread far and wide. Oh, they've eaten a few helpful fey too but the old adage about omelets and eggs applies just as well to anvils and heads... or... something like that.

Anvil Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 17 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 15 ft

Str 18 Dex 12 Con 16 Int 5 Wis 13 Cha 8

SkillsStealth +5

Damage Resistances bludgeoning

Damage Immunities acid, fire

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a anvil 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.

Brain (Object Form Only).

If the mimic moves at least 10ft. toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9(2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mimic can make a bite attack against it as a bonus action.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary anvil.

Grappler.

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

Out of Sight, Into Mind (Object Form Only).

As part of its movement, the mimic can instantly appear to any point it can see within 10ft using an equal amount of movement.

Strike While It's Hot.

The mimic has Advantage on attacks against creatures that have taken fire damage since the mimic's last turn.

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.

Bite.

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

Slam (Object Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

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) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...