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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.

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