Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please.
Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it docile. Likewise, who needed a guard dog when the very thing binding the cows, horses, oxend etc could defend it from predators and was glad to do so. It really was a win, win situation. Over time the yoke mimic and its spawn took on magical properties and can now either bane or boon those around them as needed. In addition, they bolster the animals under their care. Given the amount of food readily available on farms is harmless to have around... most of the time.
Yoke Mimic
Large Monstrosity (shapechanger), neutral
Armor Class
11 (natural armor)
Hit Points 93 (11d10 + 33)
Speed
15 ft
Str 18 Dex 10 Con 16 Int 5 Wis 155 Cha 8
Skills Stealth +4
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 12
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic can use its action to polymorph into an yoke 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.
Beastmaster (Object Form Only).
Any beast or monstrosity with an intelligence of 4 or less that is grappled by the mimic is also charmed by the mimic and is not restrained. Whenever such a creature moves, the mimic moves with it if it so chooses. Creatures charmed this way gain +2 AC and are immune to the Frightened condition.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an ordinary yoke.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Pass Under the Yoke (Object Form Only).
A friendly creature within 5ft of the mimic may use its reaction to move through its square and gain the benefits of the Bless spell for 1 minute. A creature cannot benefit from this ability more than once ever 24 hours.
Actions
Multiattack.
The mimic makes two bite attacks.
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) acid damage.
Burden.
The mimic chooses a creature it can see within 30ft. That creature must succeed on a DC 11 Wisdom save or be under the effects of the Bane spell for the next minute.
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