Skip to main content

Tub Mimic




The baron disappeared from a locked room. No signs of struggle. No sign of them coming or going. It appears he was preparing to take a bath. Is that blood on the tile? Yes, it is. A clue. You study it carefully. Splish Splash. Now you're taking a bath.


A particular vicious mimic, the tub mimic carries an inflated sense of self. It is the most inviting trap there possibly can be because who doesn't want a long, hot soak. With this ego comes a dulled mind and a bully's rage that often manifests as a flurry of blows. That's if drowning prey doesn't work first. Oddly, it can also drain more than water, sucking away the very strength that would save many a meal. Rumors have each tub mimic has a collection of rubber ducks.

Tub Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 13 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 15 ft

Str 18 Dex 11 Con 16 Int 6 Wis 15 Cha 8

Skills Stealth +4

Damage Resistances cold, fire

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 12

Languages Song Lyrics and Play Quotes

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a clawed bathtub 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.

Amphibious.

The mimic can breathe air and water.

Drown (Object Form Only).

If the mimic is grappling a creature at the start of its turn, it submerges it in water. The creature must succeed on a DC 13 Constitution save or begin to Drown as if they can no longer hold their breath. If the creature escapes the grapple or the creature dies, the effect ends. Creatures with no need to breath or are amphibious are immune to this ability.

False Appearance (Object Form Only).

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

Grappler.

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

Tubthumping.

If the mimic hits a target with two Pseudopod attacks on the same turn, it may make an additional pseudopod attack against that target as a bonus action.

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.

Drain (Recharge 6).

The mimic generates an enervating field in a 10ft radius. Creatures in the area of effect must succeed on a DC 12 Wisdom save or suffer disadvantage on Strength based attribute tests and attack rolls for the next minute. An affected creature can repeat this save at the end of each turn with the effect ending on success.

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 ...