Segmented. The Mimic Knight has a total of 8 different health pools that attribute to it's 8 different Mimics that make up it's form. Those being; It's head, torso, two arms, two legs, and its two weapons. Each Segment has a health pool of 25 (2d20+4), and upon a segment running out of health, it dies, and The Mimic Knight can no longer use that part and suffers an effect. Each segment has it's own purpose.
- Head: It's head is effectively The Mimic Knights commander/main source of sight. It can still function and see without it, but not to the same extent. Saving throws and Wisdom (perception) checks roll with disadvantage after the head either disconnects or is killed. The Mimic Knight also looses the ability to parry.
- Arms: The arms are what wield The Mimic Knights weapons, and also fucntion as additional weapons if said weapons are killed or dropped. If both arm segments disconnect or die, it can no longer use it's weapons or the False Gauntlet attack or Parry.
- Legs: It's legs are it's key means of movement. If one legs disconnects or dies, it's speed is reduced to 15ft and it has disadvantage on saving and dex-based rolls. If both legs disconnect or die, it's movement is reduced to 0ft for one turn before it sprouts a mass of tentacles form it's torso to move, removing disadvantage and bringing it's speed up to 20ft
- Torso: The torso of The Mimic Knight is the cornerstone and foundation of it's form. If that segment is killed The Mimic Knight is forced to disassemble. Each individual Mimic will then have to use their action to reconnect with each other to reform the Mimic Knight, now missing one part, usually an arm, leg, or weapon.
- Weapons: The Mimic Knights two weapons are the most versatile, and will often be it's main source of attack, It's weapons can take 4 different forms that it can shift through using a bonus action.
- Greatsword: 2d6 slashing + 1d4 acid.
- Maul: 2d6 bludgeoning +1d4 acid. Can use topple to cause target to make DC 12 constitution save or be knocked prone.
- Heavy Crossbow: 1d10 piercing + 1d4 acid.
- Shield: +2 AC and can use shield bash doing 1d6 bludgeoning + 4.
Mimic Knight starts with two weapons that upon dropped become independent Mimics unless the Mimic Knight makes an action to pick it back up. If these weapons die, The Mimic Knight will resort to it's False Gauntlet, Pseudpod and Bite attacks, and can no longer Parry
The Mimic Knight can use an action to disconnect one of it's segments at will. If an Arm segment is still holding the weapon, unless it drops it to let it too become an independent Mimic, it's still wields it.
Shapechanger. The Mimic Knight can use its bonus action to have parts of it's body or weapons poly morph into a different weapon, armor, or back into its true, amorphous form. It reverts to its true form if it dies.
Mimicry. The Mimic Knight can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Adhesive (Object Form Only). The Mimic Knight adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 12). strength checks made to escape this grapple have disadvantage.
Grappler. The Mimic Knight has advantage on attack rolls against any creature grappled by it.
False Appearance (Object Form Only). While The Mimic Knight remains motionless, it is indistinguishable from an ordinary suit of armor.
Pack Tactics. The Mimic Knight has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated.
Many Heads. The Mimic Knight has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
Ambusher. The Mimic Knight has advantage on attack rolls against any creature it has surprised.
Parry. The Mimic Knight adds +2 to its AC against one melee attack that would hit it. To do so, The Mimic Knight must see the attacker and be wielding a melee weapon.
False Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage. The Mimic Knight can also choose to grapple the target. DC 12 strength roll to escape.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage plus 1d8 acid damage. The Mimic Knight can also choose to grapple the target. DC 12 strength roll to escape.
Weapon Attack.
- Greatsword: 2d6 slashing + 1d4 acid.
- Maul: 2d6 bludgeoning +1d4 acid. Can use topple to cause target to make DC 12 constitution save or be knocked prone.
- Heavy Crossbow: 1d10 piercing + 1d4 acid.
Disassemble. The Mimic Knight disassembles itself and becomes whatever number of mimics that made it up at that moment, with the health of each being decided by the number of mimic divided by the current health of The Mimic Knight, or just 25 (2d20+4) for each.
Shape-Shift Gauntlets. The Mimic Knight has it's gauntlets shape-shifts to resemble become sharp and clawed, with False Gauntlet now doing 2d6+4 slashing damage for the next 10 turns or until dismissed.
Shape-Shift Weapon. The Mimic Knight has one it's weapons shape-shifts into one of the following:
- Greatsword: 2d6 slashing + 1d4 acid.
- Maul: 2d6 bludgeoning +1d4 acid. Can use topple to cause target to make DC 12 constitution save or be knocked prone.
- Heavy Crossbow: 1d10 piercing + 1d4 acid.
- Shield: +2 AC and can use shield bash doing 1d6 bludgeoning + 4. Can also use it to grapple attackers.
(Only be done to a grappled creature) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage plus 1d4 acid damage.
Shield Bash. Pushes the target 10ft back and deals 1d6 bludgeoning + 4.
Disconnect Segment. The Mimic Knight can drop or disconnected one of the follow parts of itself; 1 arm, 1 leg, it's head, 1 weapon. The segment becomes an independent mimic with the mimic stat block, with it's health being 25 (2d20+4) or less depending is that segment was attacked prior.
Parry. Mimic Knight adds +2 to it's AC for one turn after an attempted attack.
Pseudopod Shield. Mimic Knight causes the shield to become adhesive, making the attacker grappled. If the attack was made with a weapon, the attacker can use their bonus action to let go up their weapon and end the condition, or pass a DC 12 strength check to free the weapon.
Description
The Mimics are renowned and feared for their ability to near perfectly copy any object they can see; a predator in plain sight.
But it’s not just objects they can mimic, oh no… Over the many years of their life, dwelling in Dungeons or skulking in taverns, they analyze the adventurers that come across their territory. Their shape, their armor, their gear, even their fighting style, all committed to memory.
They also realize another crucial factor; an adventurer almost never fights alone…
So, the eldest and wisest of the mimics join together; literally, to share their knowledge and their strength, to become a Mimic Knight.
While Mimic Knights may consist of older and therefore slightly weaker mimics, their power and cunning is still impossible to ignore.
Mimic Knights often follow a similar strategy to its younger counterparts; hiding in plain sight, usually among other armor sets or treasure hoards, waiting for intruders to get closer before attacking.
Furthermore; they have not only seen, but felt the power of the weapons adventurers hold, and are able to copy them, use them to their advantage; barbed greatswords that rip through flesh, bony Maul that smash open skulls, heavy crossbows with toothed loads, and slimy shields that weapons stick too like glue.
Often located near or in Mimic nests, Mimic Knights work together as one as the nests key defenders, their body’s and to an extent, their minds walking as one to create a bear singular entity, with the soul goal of 1. Protecting the other Mimics and the treasure that resides in their homes, and 2. Providing food for the young ones…
Mimics Knights however, due to their combined intellect, are capable of reason, and can not only be bartered, but allied with, with tales told of adventurers even being gifted a Mimic Knights shifting, seeing, slimy weapon; but such story’s are rare.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/17/2025 6:30:42 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments