Medium Monstrosity, Neutral
AC 19 Reinforced Metal    Initiative +0 (10)
HP 400 (25d12 + 200)
Speed 20 ft.
Mod Save
STR 26 +8 +10
DEX 10 +0 +0
CON 28 +9 +11
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Immunities Fire; Frightened, Prone
Senses Darkvision 60 ft.; Passive Perception 16
Languages None
CR 2 (XP 450; PB +2)
Traits

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Explosive Core. If reduced below 50 HP, the mimic can detonate once, causing 6d10 fire damage in a 20-ft radius (DC 18 Dex save for half).

Rolling Momentum. Can move up to 30 ft. while prone as a movement, crushing creatures in its path (DC 18 Str save, 3d10 bludgeoning).

Magnetic Pull. Once per turn, pulls metallic weapons or armor within 15 ft. toward itself, DC 18 Str save or restrained until end of its next turn.

Actions

Multiattack

The cannon mimic makes two slam attacks, or it makes one slam attack and one Cannon Blast, if available.

Slam

Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 4d12 + 8 bludgeoning damage.
If the target is wearing metal armor, it has disadvantage on Strength saving throws until the end of its next turn due to magnetic disruption.

Cannon Blast (Recharge 5–6)

The mimic fires a molten shell from its gaping metal maw.
Creatures in a 60-foot line that is 10 feet wide must make a DC 18 Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much on success.

A creature that fails by 5 or more is also ignited, taking 3d10 fire damage at the start of its next turn unless it or another creature extinguishes the flames (action required).

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.

Slam. The mimic makes one slam attack.

Blast. Sparks erupt from vents across the mimic’s chassis.
One creature the mimic can see within 30 feet must make a DC 18 Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much on a success. 

Roll. The cannon mimic moves up to 20 feet without provoking opportunity attacks.
Each creature in its path must succeed on a DC 18 Strength saving throw or take 2d10 bludgeoning damage and be knocked prone.

Description

Appearing as an enormous iron cannon left behind in a fort or port, this mimic can fire molten projectiles from its gaping maw, crush enemies with its metal body, and even roll into battle. Sparks fly when it moves, hinting at explosive danger.

ZacharyFideline

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