Skip to main content

Dead Mimic




The rash of zombie attacks throughout the city baffled both the guard and its heroes, but your party thought they tracked its source down. True enough, at the docks they ran across an undead dockhand and followed it into a run-down warehouse. Inside though, the zombie just wasn't there, only sparse, ramshackle crates. Maybe it was hiding in one of them? When you lifted the nearest lid, your skin shriveled as moisture leached from it. Glassy eyes and rotten teeth sprouted from the wood. Roll for Initiative.


It's rare indeed when a mimic suffers the curse of undeath. Rare, but not impossible. The necrotic monstrosity which results remains a dangerous ambush predator. Sure, it loses its sticky nature but drains the bodily fluids from its victims instead. On top of that, it gains the ability to mimic undead creatures and proves just as hard to put down as any other zombie.

Dead Mimic

Medium undead (shapechanger), chaotic evil

Armor Class 9 (natural armor)

67 (9d8 + 27)

Speed 15 ft

5 Str 16 Dex 7 Con 16 Int 3 Wis 14 Cha 8

Skills Stealth +2

Damage Immunities necrotic, poison

Condition Immunities poisoned, prone

Sensesdarkvision 60 ft, passive Perception 12

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a zombie version of creature it has consumed in the last 24 hours, 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.

Dry Age (Object Form Only).

The mimic desiccates anything that touches it. A creature that touches the mimic for the first time or begins its turns grappled by the mimic must succeed on a DC 13 Constitution save or become Incapacitated until the end of its next turn. If a creature fails this save by 5 or more, it gains a level of Exhaustion as well.

False Appearance (Object Form Only).

While the mimic remains in zombie form, it is indistinguishable from an ordinary zombie. While the mimic remains in object form and is motionless, it is indistinguishable from from an ordinary object.

Grappler.

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

Undead Fortitude.

If damage reduces the mimic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mimic drops to 1 hit point instead.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Dry Age trait.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) necrotic damage

Reactions

Flail.

If a creature holding the mimic hits a target within 5ft with a melee attack, the mimic may make a bite attack against that target.

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...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...

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) ...