Skip to main content

Frame Mimic




Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells.

Frame Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 11 (natural armor)

Hit Points 38 (7d8 + 7)

Speed 15 ft

Str 14 Dex 11 Con 12 Int 5 Wis 11 Cha 8

Skills Stealth +4

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 10

Languages -

Challenge 1 (200 XP)

Shapechanger.

The mimic can use its action to polymorph into a medium skeleton 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 12). Ability checks made to escape this grapple have disadvantage.

Boneheaded Resolve.

Every time the mimic succeeds on a saving throw against a spell, it regains hit points equal to the spell's level.

False Appearance (Object Form Only).

Until the mimic makes a Pseudopod attack or Bite attack it is indistinguishable from an ordinary skeleton.

Grappler.

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

Shore Up (Object Form Only).

Undead creatures within 20ft of the mimic lose any damage vulnerabilities they have as long as they stay within 20ft of the monstrosity. In addition, these creatures also gain resistance to acid damage.

Actions

Multiattack.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Pseudopod.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.

Comments

Popular posts from this blog

Portcullis Mimic

What is a castle opening if not a giant mouth waiting for teeth? At least, that's how the portcullis mimic sees it and the monstrosity is all too happy to provide the chompers. No one can say for sure where the first of this breed came from, or why they are so tough. One thing is for sure, evil overlords love breeding, feeding, and pampering theirs. Many a popular uprising has been stopped the moment the battering ram gets stuck and the gate starts chewing. Feral mimics of this breed search out abandoned keeps, ruined castles,and many-halled dungeons for their lairs. Portcullis Mimic Large Monstrosity (shapechanger), neutral Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 15 ft Str 18 Dex 12 Con 16 Int 6 Wis 15 Cha 8 Skills Perception +5, Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 15 Languages -

Fifth Mimic

There was once a gambler who was tossed out one too many times by a particular innkeeper and decided to get revenge. How said gambler got this particular mimic runt and taught it take the shape of a bottle? They're not telling. However, it sprang the perfect trap on that damn innkeeper and several of the barflies who tried to help. The gambler also won't divulge how he taught the mimic to fire endless corks with the force of halfling sling stones or why so many of the bottles around town became these monstrosities within a year. Fifth Mimic Tiny Monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 49 (9d4 + 27) Speed 15 ft Str 13 Dex 16 Con 16 Int 5 Wis 13 Cha 12 Skills Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 11 Languages - Challenge 2 (450 XP) Shapechange