Medium Aberration, Chaotic Neutral
Armor Class 14 Natural Armor
Hit Points 85 (10d8 + 40)
Speed 10 ft., climb 10 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
1 (-5)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws CON +7, WIS +4
Skills Deception +6, Stealth +8
Damage Immunities Psychic
Condition Immunities Prone
Senses Blindsight 60, Passive Perception 12
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Shapechanger. The Universal Mimic can use its action to polymorph into any creature or object of its size (up to Medium), or back into its true form. Its statistics remain the same in each form, but it retains the ability to speak when mimicking a creature.

Adhesive Form. The Universal Mimic can adhere to surfaces and creatures. A creature that starts its turn grappled by the mimic must succeed on a DC 15 Strength saving throw or become restrained until it escapes.

Mimicry. The Universal Mimic can mimic the speech and sounds of any creature it has encountered, allowing it to use this skill to deceive others, giving it advantage on Deception checks.

Ambush Predator. If the mimic surprises a creature, it can use a bonus action to make a pseudopod attack against the creature with advantage.

 

Actions

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

Pseudopod. Melee Weapon Attack: +7to hit, reach 10 ft., one target.

  • Hit: 14 2d8+5 bludgeoning damage, and the target is grappled (escape DC 15).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one restrained target.

  • Hit: 12 2d6+5 piercing damage.
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.

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.

Monster Tags: aberration

sansgamer224

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