Plumbing a wizard's tower always provides two things: great risks and great rewards. After weathering quite a few of the former, you finally stumbled on the latter. The crystal ball sitting atop a silver pedestal tickled your treasure senses even if it was covered with dust and webs. Of course, it could be another trap. The party approached it slowly only to be assaulted by a confusing bombardment of light. You shook it off but several of your comrades did not. The crystal ball rocketed off on a meaty tendril, stuck to one of them, and dragged them toward the pedestal. Once there it opened a mouth on the pedestal and your friend was stuffed inside. Now, it's time to act! Roll for initiative.
This mimic understands that people love shiny things first and foremost. They are attracted to them like a moth to a flame, but also grow entranced as they ponder their thoughts while staring at them. To that end, the mimic developed its unique two-part form, though the two-part is a misnomer. The monstrosity has a specialized tongue that ends in a shimmering, oversized taste bud with which it can project a hypnotic light. From there, it can 'harpoon' a creature at range like a frog and a fly. So far this is all it's really needed besides location, location, location. Thankfully, wizards taste great and are less filling.
Ponderous Mimic
Medium Mimic (shapechanger), neutral
Armor Class
13 (natural armor)
82 (11d8 + 33)
Speed
15 ft
Str 16 Dex 10 Con 16 Int 7 Wis 16 Cha 8
Skills Stealth +4
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft., truesight 20 ft., passive Perception 13
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic can use its action to polymorph into a crystal orb on a pedestal 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 a crystal orb on a pedestal.
Grappler.
The mimic mimic has advantage on attack rolls against any creature grappled by it.
Actions
Multiattack.
The mimic makes two 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.
Ball (Object Form Only).
Melee Weapon Attack: +5 to hit, reach 20 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: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.
Ponder.
The mimic creates a twisting pattern of colors that weaves through the air in a 20ft radius for 1 round. Each creature in the area who sees the pattern must succeed on a DC 13 Wisdom save or charmed for the next minute. While charmed by this spell, the creature is incapacitated and has a speed of 0. If the creature takes damage, it may repeat this save with the effect ending on success. Creatures that fail this save by 5 or more are charmed for the next hour instead.
Reactions
Chain (Object Form Only).
The mimic pulls a creature grappled by its Ball attack 15ft directly toward it unless that creature succeeds on a DC 13 Strength save. If this moved the creature to within 5ft of the mimic, the mimic may make a Bite Attack.
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