Large Monstrosity, Neutral
Armor Class 10 Natural armor
Hit Points 20 (4d8 + 2)
Speed 10 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)
Skills Stealth +7
Damage Vulnerabilities Fire, Piercing, Slashing
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 

Spider-like Hunter. The mimic starts combat with (3) Webbings.  The webbings stretch from one surface to another and occupy a 5*5 ft. space. To notice the webbings, a creature must exceed the total of the mimic's Stealth check with their Passive Perception or a Perception check.

Expansive (2 charges). At the start of its turn, the mimic regenerates all the destroyed Webbings and creates (2) Webbings in adjacent spaces. This trait does not apply to Webbings destroyed by magic damage and the spaces occupied by them. 

Transformative. At the start of the mimic's turn, before the Expansive trait triggers, all Webbings bulge, thicken and transform into Tentacles. Creatures grappled by the mimic become restrained. 

Webbing

(AC 10; HP 2; immunity to bludgeoning, piercing, poison, and psychic damage). When a creature starts or ends its turn in a Webbing's space, it is grappled. As an action, the grappled target can make a DC (10) Strength check, bursting the Webbing on a success. The Webbing can also be attacked and destroyed. 

Tentacle

(AC 15; HP 5 vulnerability to fire damage, resistance to bludgeoning damage). Each Tentacle occupies a space of 5*5 ft. square. The Tentacles adheres to anything that touches it. A Huge or smaller creature adhered to the Tentacles is also restrained by it (escape DC 13). Ability checks made to escape this restrain have disadvantage.  At the start of their turn, a creature restrained by the Tentacles is dealt 2 bludgeoning and 1 poison damage.

 

Actions

Tentacle. The mimic can choose between 2 actions with each of its Tentacles. To perform actions, Tentacles must be free and not grappling a creature.

  • Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage. 
  • Grapple. reach 5 ft., 1 target. 

Jaws. The mimic can make one bite attack and a special devour action in a single turn

  • Bite. Melee Weapon Attack: +4 to hit, 1 target . Hit: 3 (1d6) piercing damage. 
  • Devour. The mimic makes one bite attack against an unconscious 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. During the next turn the Spider Mimic devours the creature, at the end of which it is is fully submerged into the mimic's body. At the end of the 2nd turn, the creature is fully consumed. 
Bonus Actions

Carry (requires a restrained creature). The mimic passes the restrained creature onto the adjacent tentacle closer to its jaws.  A successful DC 13 STR or DEX check, the creature escapes the restrain and falls prone on the ground. 

Reactions

Attack of Opportunity. Makes a Strike attack against a creature leaving the tentacle's range

Description

A Spider Mimic incorporates the hunting strategies of a spider. Most often, such mimics hunt  The mimic's goal is to ambush its prey with cleverly put dense webbings. After the creature is caught, the webbings turn into thick tentacles and start breaking the creature's bones and poisoning it. Finally, the mimic delivers the prey into its mouth, which is located in the center of the webbings and tentacles. The mouth is a vulnerable area, but mimic consumes only unconscious or dead prey. If the trap is destroyed and the Spider Mimic is left without any tentacles and webbings, it attempts to flee and hide. 

Monster Tags: monstrosity

Habitat: Mountain

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