Skip to main content

Desk Mimic




Raised by an ambitious clerk, the first desk mimic aided them with getting work done on time but also clocking in extra hours as needed. Not that the monstrosity was the sharpest nail in the box. However, it understood enough to get things done. Likewise, the mimic became a student of humanoid culture and helped its owner navigate office politics.That wasn't just getting work done on time. It also meant planting evidence, spying on others, and making a few troublesome rivals disappear. Soon enough the clerk got the vaulted position they desired...only to get murdered by a thief in the night. Because of this the desk mimic and its spawn have an intense loathing of late-night 'visitors'.

Desk Mimic

Large Monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 66 (7d10 + 28)

Speed 15 ft

Str 18 Dex 11 Con 18 Int 8 Wis 16 Cha 8

Skills Insight +5, Sleight of Hand +2, Stealth +4

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 13

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a desk 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 liquor bottle.

File Away.

Allied creatures within 30ft of the mimic may use the mimic's Reaction, if available, instead of their own to take a REaction.

Grappler.

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

Study Buddy.

Allied creatures within 5ft of the mimic gain advantages on Intelligence-related skill checks.

Actions

Multiattack.

The mimic makes two Pseudopod attacks

Pseuedpod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage.

Curse of Redundancy Curse.

The mimic targets a creature with an Intelligence of 4 or greater that it can see within 30ft. The creature must succeed on a DC 13 Wisdom save or can only take Action types that its allies within 30ft have taken since its last turn. This effect lasts for one minute or until the mimic is slain. Creatures that are immune to Charmed are immune to this effect.

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 ...