In which we fail to suppress gasps of horror and revulsion upon our observance of further new mimics of greater power and menace.
In its growing frantic desperation to recover its seedling, the mimic moon fashions greater servants of its cosmic will. These more powerful mimics typically arrive 1d6 days into the cataclysm, after 6–24 waves of lesser mimics spread across the landscape.
Mage Mimic
An arcane shapechanger, the mage mimic leads groups of mimics on ruthless hunts for the seedling and specializes in countering enemy spellcasters.
MAGE MIMIC
Medium Monstrosity (Shapechanger), Neutral
Armor Class 17 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) | 13 (+1) | 20 (+5) |
Saving Throws Wis +5
Skills Deception +9, Insight +4
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common; telepathy 120 ft. (mimics only)
Challenge 12 (8,400 XP) Proficiency Bonus +4
Devouring Aura. An invisible field coats the mage mimic’s skin, absorbing magical energy directed at it. Whenever the mage mimic counters or dispels a spell or fails a saving throw against a spell (either targeted or area of effect), it can cast that same spell for 1 minute (spell save DC 17). A mage mimic can hold two absorbed spells at a time, swapping them with newly absorbed ones as it desires.
ACTIONS
Multiattack. The mage mimic makes four Arcane Ray attacks.
Arcane Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 15 (2d10 + 4) force damage.
Read Thoughts. The mage mimic magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the mage mimic’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the mage mimic has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Shapechanger. The mage mimic can polymorph into a Medium or Small humanoid it has seen or back into its true form. Its statistics, other than size, 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.
Spellcasting. The mage mimic casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC17):
- At will: counterspell (see below), detect magic, dispel magic, see invisibility
- 1/day: globe of invulnerability
REACTIONS
Counterspell. The mage mimic attempts to interrupt a creature it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the mage mimic makes a Charisma check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Spells countered in this fashion are absorbed by the mage mimic’s Devouring Aura feature.
Siege Mimic
Bred to demolish well-defended fortifications and, quite literally, flatten whole armed detachments, the siege mimic looks like a massive, shapeless blob in its natural form. It really enjoys crushing things.
SIEGE MIMIC
Gargantuan Monstrosity (Shapechanger), Unaligned
Armor Class 17 (natural armor)
Hit Points 210 (12d20 + 84)
Speed 20 ft. (60 ft. in sphere form), climb 10 ft.
STR | DEX | CON | INT | WIS | CHA |
28 (+9) | 5 (−3) | 25 (+7) | 5 (−3) | 10 (+0) | 4 (−3) |
Saving Throws Con +11, Wis +4
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Languages understands the language of its creator but can’t speak
Challenge 10 (5,900 XP) Proficiency Bonus +4
Adhesive (Amorphous Form Only). The siege mimic adheres to anything that touches it. A Gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 16). Ability checks made to escape the grapple have disadvantage. If the mimic transforms into sphere form, all creatures grappled by it are released.
Crushing Assault (Sphere Form Only). The siege mimic can move through the space of any Huge or smaller creature. When it does, the creature must succeed on a DC 16 Dexterity saving throw or take 27 (5d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 27 (5d10) bludgeoning damage. A creature can take damage from this trait no more than once in a turn.
Siege Monster. The siege mimic deals double damage to objects and structures.
ACTIONS
Multiattack. The siege mimic makes three Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. If the mimic is in amorphous form, the target is subjected to the mimic’s Adhesive trait.
BONUS ACTIONS
Shapechanger. The siege mimic can polymorph into a solid sphere form 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.
Really filling out our mimic ranks!
Added to the Blog Database.
https://jonbupp.wordpress.com/blog-database/monsters/monstrosity/