Gargantuan Aberration
Armor Class 16 Natural
Hit Points 450 (20d20 + 50)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Senses Passive Perception 14
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
  • Shapechanger: The dungeon 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 dungeon mimic adheres to anything that touches it. A creature that touches the mimic is also subjected to its Engulf and may become restrained.
  • False Appearance (Object Form Only): While the dungeon mimic remains motionless and is indistinguishable from an ordinary object, creatures have disadvantage on Wisdom (Perception) checks to spot it.
Actions
  • Multiattack: The dungeon mimic makes two attacks: one with its pseudopod and one with its bite, or it engulfs a creature.
  • Pseudopod: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) acid damage.
  • Engulf (Recharge 5-6): The dungeon mimic moves up to its speed and can enter a creature's space. The creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mimic. On a failed save, the creature takes 21 (6d6) acid damage and is restrained, and it must succeed on a DC 14 Strength saving throw at the start of each of the mimic's turns or take 21 (6d6) bludgeoning damage. If the mimic moves, the engulfed creature moves with it. The engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mimic.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

N/A

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A dungeon that shifts and alters because it is secretly a mimic

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Hestia325

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