Gargantuan Swarm of Medium monstrosities, Any Alignment
Armor Class 50 Natural Armor
Hit Points 1000 (5d20 + 500)
Speed 120 ft., Must be in a form that can burrow. , Climb 120 ft. Must be in a form that can climb., Fly 120 ft. Must be in a form that can fly., Swim 120 ft. Must be in a form that can swim., Walk 120 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Acrobatics +40, Arcana +50, Athletics +40, Deception +50, History +50, Insight +50, Intimidation +50, Investigation +50, Perception +50, Persuasion +50, Stealth +40
Damage Resistances Ranged Attacks, Damage Dealt By Traps; All
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder
Senses Darkvision 120 ft., Tremorsense 120 ft., Truesight 120 ft., Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Traits.

Learn. The Mimic can learn any spell or cantrip seen or cast upon him.

Production. The Mimic can produce any item or substance from its body.

Multiplying.  The Mimic can make numerous clones of itself and which it can control all clones simultaneously. Takes one action.

Shapeshifting. The Mimic can change into a perfect copy of anything and everything no matter the size, gender, race, number, or voice. It can take any or all of attributes of any form it takes. Takes one action.

Telepathy. Can read the minds of anyone and everyone in 120 ft. range. All targets’ minds are layed bare to the Mimic nothing can be hidden. 

Spellcasting. The Mimic  is a level 20 spellcaster. Its spellcasting ability is [CHA 30] (spell save DC 10 CHA, + 20 to hit with spell attacks). The Mimic has following illusion spells prepared:
Cantrips (at will): [True Illusion]

Actions

Actions.

Shapeshift. Change into anything it knows and can take on any all attributes of that object, creature, person. Takes one action.

Learned Spell. Casts any spell it has learned and does what it can do.

Multiply. Make duplicates of itself. Takes one action.

Production. Make one item or weapon for itself. Takes one action.

True Illusion. Simultaneously cast an 30 ft. Cube area effect illusion that can physically affect its targets. Targets must succeed a WIS saving throw of 15 to not be trapped by the illusion and gain whatever conditions are specified by the caster. The illusion stays until dispelled but cannot be recast until dispelled. If Illusion causes damage roll 3d10 to find out the amount. Range is on self to as far as the caster can see away from the caster. 

Action Melee Attack. Depending on the Mimic’s form all unarmed is based off STH and all weapon will depend on what the weapon requires.

Action Ranged Attack. Depending on the weapon used.

 

Reactions

Reactions.

Opportunity Strike. When an opponent moves around the Mimic will give the Mimic an chance to attack.

Dodge. When an opponent attacks the Mimic the can dodge the if he beats its opponent’s roll.

Multiply. When hit the Mimic can form a new Mimic.

Payback. Any spell or attack that hits the Mimic will be instantly casted or inflicted back upon the attacker or caster twofold.

Production. Will produce poisonous spores into the air when it enters battle.

Legendary Actions

Legendary Action Name

Devour. Eats opponent and learns everything they know. Takes one action, but also one turn cool down.

Description

A tiny, translucent, shapeshifting blob. That is very intelligent, knowledgeable, and strategic, that likes to be mischievous, sociable, curious, loves to create traps, play pranks, and impersonate others. Loves to be around people in cities but can thrive anywhere. They would take residence in abandoned or taken by impersonation house, building or sewer if needed and make that their lair. Though, they like to travel and maybe nomadic. The alignment can vary the good are protective of allies whether they are lawful, neutral, or chaotic will decide who they consider allies. Neutral Mimics will play with you but will not ally with you or intentional harm you. Evil Mimics are less sociable and will stay their lairs only coming out to cause trouble or abduct. Evil Mimics will manipulate others to do their bidding.

Lair and Lair Actions

A not so abandoned building with secret passageways, traps, illusions spells that can be triggered, spell runes, and whatever minions they have accrued.

Lair Actions

On initiative count a Mimic gets plus 10 in their lair, the Mimic takes a lair action to cause one of the following effects; the Mimic can’t use the same effect two rounds in a row:

  • Can switch identities places with a party member until discovered or member is killed. The member cannot take any actions as the Mimic and the Mimic fights the traded member until found out. To discover which member was switched you must do a insight check with 19 or higher to pass. If not checking party members must attack the Mimic double.
  • Flee through secret passageway. To stop must be flanked and win a STH roll.

Regional Effects

The region containing a legendary Mimic’s lair is in a docile state, which creates one or more of the following effects:

  • No one will attack you unless they the Mimic’s minion.
  • Everyone is apathetic to the things that happen around them.

If the Mimic dies, these effects fade over the course of 1d4 days.

Monster Tags: NPCTitanShapechanger

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Brandon_Privette

Comments

Posts Quoted:
Reply
Clear All Quotes