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

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...

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) ...