You always thought being the party rogue was an easy gig. Sure, when fights erupted things could get hairy but most of the time you focused on unlocking doors and working on simple traps. What could be more simple than a hidden snare? It was almost embarrassing when you ran across a few on the floor. Getting rid of them should have been child's play, but your tools and hands got stuck to one just in front of the next door. Then it wrapped around your arm like a living thing, and now it's pulling you toward a hole... no a mouth in the wall! Roll of initiative.
This mimic breed came into being because the first such monstrosity saw a roper and thought, I can do that and do it better. It took some work, but eventually, the mimic settled on becoming a wall section and extending pseudopods to wait. This meant weakening its overall tentacles, but the passive trap worked as expected. To compensate for the lost strength, the mimic evolved a more powerful bite than its peers. Its last adjustment was ensuring its snares could detach as needed, much like a lizard's tail. That way it can deal with one meal at a time.
Snare Mimic
Medium undead (shapechanger), neutral
Armor Class
11 (natural armor)
65 (10d8 + 20)
Speed
15 ft
Str 18 Dex 8 Con 14 Int 3 Wis 16 Cha 8
Skills Stealth +3
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 13
Languages
-
4 (1,100 XP) Challenge
3 (700 XP)
Shapechanger.
The mimic can use its action to polymorph into a 5x5 wall section 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.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an ordinary a 5x5 wall section .
Grappler.
The mimic mimic has advantage on attack rolls against any creature grappled by it.
Snares.
The mimic has three Snaring Pseudopods it can extend up to 15ft away from itself that appear like ordinary hidden snares (DC 13 to detect) until the mimic makes an attack. A creature restrained by one of these snares can attack the mimic as if they were within 5ft, but with disadvantage. The mimic can use a bonus action to detach a Snaring Pseudopod to keep a creature grappled (Still DC 14) were it is at and that creature loses the previous effect. The mimic reproduces all detached Snaring Pseudopods after a long rest.
Actions
Multiattack. The mimic makes a Snaring Pseudopod attack against a creature in the same square as the Snaring Pseudopod and a bite attack. Alternatively, the mimic uses the Reel action and makes a Bite attack.
Snaring Pseudopod. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature. Hit: The target is grappled (escape DC 14). The snaring pseudopod cannot attack another creature while it has a creature grappled.
Pseudopod.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 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: 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage.
Reel.
The mimic pulls any creature grappled by it that it chooses 10ft straight towward it.
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