Sneaking into the warlord's keep through the garbage chute provided the stealth you desired. Guards and their war dogs were avoided. An ever-building stench was not. Finding a body part or two was a bit disturbing, but rumor had it that his torture victims were unceremoniously tossed out with the refuse. Finally, you emerged by the waste bins and the smell was so bad it was hard to think. In fact, you hallucinated that a bin lid was sprouting teeth. Well, it's not a hallucination. Sorry. Roll for initiative.
Bred in the squalor of urban waste, the garbage mimic grew fat on the drek and dregs of the teeming masses. This gave it a filthy, noisome gullet no matter what object it mimicked. Thus, it settled on the form of a trashbin such a smell was expected. It soon weaponized that stench to better catch juicer prey. As it didn't have many meals of this sort, it learned how to make the most of them. It also developed a biting, sarcastic personality even though it couldn't talk. But sometimes reactions are better than words.
Garbage Mimic Mimic
Medium Monstrosity (shapechanger), neutral
Armor Class
13 (natural armor)
Hit Points 85 (9d8 + 45)
Speed
15 ft
Str 16 Dex 10 Con 20 Int 5 Wis 14 Cha 6
SkillsStealth +4
Damage Immunities acid, poison
Condition Immunities poisoned, prone
Sensesdarkvision 60 ft, passive Perception 12
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic can use its action to polymorph into an object 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 13). 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 trash bin or trash can.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Stench.
Any creature other than a mimic hat starts its turn within 5 feet of the mimic must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all mimics for 1 hour.
Waste Not.
Whenever the mimic drops a creature to 0 hit points or scores a critical hit against a creature, it regains hit points equal to that creature's hit dice.
Actions
Multiattack.
The mimic makes a bite and a pseudopod attacks.
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Reactions
Garbage Take.
Whenever the mimic succeeds on a save against that spell and it can see that spell's caster, it can use its reaction to deal psychic damage to that creature equal to the spell's level.
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