Skip to main content

Sconce Mimic




Your party's last torch is sputtering out and the idea of delving deeper in the dark fills you with dread. Yes, yes I know you have dark vision over there Himli. Thankfully, not only does this tunnel have the occasional sconce as the rest of the dungeon has but the one just a few feet away still has an unlit torch resting in it. As you near this well-timed relief, the previous torch winks out. Something slimy wraps around your arm and hot saliva drips on your face. Himli you see the sconce sprout tentacles and a maw.. just before a similar set wraps around the dwarf's helmet from above. One of many mimics enamored by flame, heat and light, the sconce mimic is the runt of this particular genius. However, they are often the most decorative and numerous. A clutch of these monstrosities can easily infest most of a dungeon complex. Not only can they produce flame - even without a catalyst present - these mimics can quench them as well. Spitting flames or attacking the pitch darkness, scone mimics may be small but they are mighty. Pick up a few for your evil castle today. It will solve your vermin problem.

Sconce Mimic

Small Monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 58 (9d6 + 27)

Speed 15 ft

Str 14 Dex 12 Con 16 Int 5 Wis 15 Cha 8

Skills Stealth +5

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 scone, brazier, 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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC 12). 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 sconce or brazier.

Grappler.

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

Innate Spellcasting (3/Day) (Object Form Only). The mimic can innately cast produce flame (spell save DC 12. +4 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is wisdom. Casting this spell does not break the mimic's False Appearance but throwing flame does.

Actions

Multiattack.

The mimic makes two pseudopod and one bite attacks.

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

Lights Out.

The mimic extinguishes all non-magical light sources and fires within 30ft. All other creatures in this area of effect must succeed on a DC 12 Wisdom save or be Frightened until the end of their next turn. Creatures with Blindsight or Darkvision have advantage on this save. The mimic can use this action without breaking its False Apperance.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...