Elder Mimic

by TheRookery

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Elder Mimic

Large monstrosity (shapechanger), neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

  • Skills Stealth +10
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge 8 (3,900 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 gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 17). Ability checks made to escape this grapple have disadvantage.

"Are those eyes?!" At the start of each of the mimic's turns, each creature within 30 feet of it that can see it must succeed a DC 16 wisdom saving throw or become frightened. A frightened target can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. Once passed a creature cannot be subject to frightened from a mimic until after its next long rest.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against a creature grappled by it. The mimic is capable of grappling up to 4 creatures sized medium or lower.

Actions

Multiattack. The mimic makes two attacks: one with its pseudopod and one with its bite.

Pseudopod. Melee Weapon Attack: +8, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait

Bite. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 6 (1d12) acid damage

Consume. The mimic makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 10 (3d6) acid damage at the start of each of the mimic's turns. The mimic can have only one large or medium target swallowed at a time. If the target is small or smaller, two targets may be swallowed at a time. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Predatory Leg Shuffle. As a reaction to a creature within 15 feet of the mimic being reduced to 0 hit points the mimic may immediately move towards the creature and swallow it, following the rules for Consume.

Elder Mimic

The mimic is often seen as the mindless monster found in the depths of foul dungeons. To be an adventurer unlucky enough to stumble upon one without aid is often a death sentence. Torn apart by the door or chest they suspected nothing of.
The Elder Mimic is no exception, having lived for centuries consuming whatever falls upon it opportunistically. Whilst no closer to having ambition or goals the Elder Mimic has at least honed its predatory arts. Having tried out many forms the Elder Mimic is believed to reuse the same shape over and over again, its proven record of success teaching the monstrosity to avoid variation in risk of failure.

With age comes taste. Whilst research and scholars are still undecided on whether the mimic truly needs to eat or whether they hunt for pleasure, the Elder Mimic displays behaviour indicative of the former. Sporadic sightings from adventurers quivering whilst telling their tales, an Elder Mimic will often develop a taste for a particular race or for a particular body part. Going so far as to discard everything but the desired organs.

Conniving An Elder Mimic often develops advanced hunting strategies, leaving discarded pieces of previously consumed creatures atop its disguised form. Having realised the autheticity of the smell of rotten flesh, or a realistic flickering lantern can further entice and lure their prey right where they want them.

The artwork included is miniature made by Mckee’s Micromancy & Morology on Twitter as @mckeemorology and painted by @TPeppz.