Skip to main content

Parasol Mimic




They seemed an easy enough target, this sophisticated villain with more style than sense. They were well known for carrying an umbrella everywhere they went but not a sword. That should have been your first clue, friend. When blades were pulled and spells reddied that shade spread wide deflecting your alpha strike. Tentacles spread from under the umbrella's hood like a jellyfish, wrapping around the wizard, sickening them, holding them tight until SNAP the umbrella bit off their head. Then without more than a salute, off the villain floated on their monstrous accessory. Oh well, better luck next time.


The parasol mimic is an odd creature, certainly. It prefers the shape of an umbrella, and that's not really very strange at all. Certainly, it can predict the weather, shrug off cold rain, and tug its owner - or meal- into the sky. All of this makes it more than the average mimic and points to some manner of arcane manipulation. However, it feels a strong kinship with jellyfish as well due to its preferred shape with pseudopods extended. To that end, it has blended the sea-bound danger into its abilities. Not only can the parasol mimic fly, but it can swim. Not only do it tendrils stick to the skin, but smear it with a contact poison. It can even breathe both air and water. Given this and its predilection to defend favored humanoids, more than a few posh members of society find it the perfect companion and bodyguard.

Parasol Mimic

Small Monstrosity (shapechanger), neutral

Armor Class 16 (natural armor)

Hit Points 54 (12d6 + 12)

Speed 15 ft

Fly 20ft(hover)

Swim 15 ft

Str 20 Dex 16 Con 13 Int 5 Wis 13 Cha 8

Skills Stealth +7

Damage Resistances cold

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a parasol, an umbrella, 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 15). Ability checks made to escape this grapple have disadvantage.

Amphibious.

The mimic can breathe air and water.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary parasol or an umbrella.

Grappler.

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

Popping Off (Object Form Only).

Whenever the mimic flies or swims, creatures it is grappling of Medium size or smaller move with it.

Weathervane.

When outside, the mimic may spend 1 minute studying the weather and make an accurate prediction for the next 8 hours.

Actions

Multiattack.

The mimic makes two psuedopod attacks.

Pseudopod.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. In addition, a creature must succeed on a DC 11 Constitution save or be Poisoned for the next minute. If a creature fails this save by 5 or more, it is Paralyzed instead. An affected creature may repeat this save at the end of each of its turns with the effect ending on success. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) acid damage. Melee Weapon Attack: +7 to hit, reach 0 ft., all targets in the swarm's square. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) acid damage.

Reactions

Throwing Shade.

As a reaction, the mimic concentrates its armor in one spot and spreads it in an umbrella shape to protect a creature within 5 feet that has just been attacked, adding +3 to that creature's AC until the end start of the mimic's next turn.

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...

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) ...

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 ...