Medium Monstrosity, Chaotic Evil
Armor Class 13 natural armor
Hit Points 75 (10d8 + 30)
Speed 20 ft., Climb 20 ft., Swim 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Damage Resistances Acid, Cold
Condition Immunities Prone
Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 11
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Form

While motionless, the Abyssal Mimic is indistinguishable from:

  • Cargo crates

  • Chests

  • Rigging bundles

  • Deck fittings

  • Ship doors or hatches

A creature that succeeds on a DC 15 Investigation check notices subtle salt seepage and breathing-like movement.


Abyssal Adhesive

The mimic adheres to anything that touches it.

  • A creature adhered is grappled (escape DC 14)

  • The mimic can grapple up to two creatures at once

  • Creatures grappled this way have disadvantage on Strength (Athletics) checks if on a wet surface


Pressure Hunger

At the start of each of the mimic’s turns, any creature grappled by it takes 7 (2d6) cold damage as crushing pressure builds.

Actions

Multiattack

The Abyssal Mimic makes two attacks, one with its Pseudopod and one Bite, or two Pseudopod attacks.


Pseudopod

Melee Weapon Attack: +6 to hit, reach 10 ft., one target
Hit: 11 (2d6 + 4) bludgeoning damage, and the target is adhered (grappled).


Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 13 (2d8 + 4) piercing damage plus 5 (1d10) acid damage

If the target is grappled, the attack automatically hits.


Flood the Hold (Recharge 5–6)

The mimic ruptures nearby surfaces.

  • A 15-foot-radius area becomes slick with seawater

  • Creatures in the area must succeed on a DC 14 Dexterity saving throw or fall prone

  • The area becomes difficult terrain for 1 minute

Reactions

Clamp Down

When a grappled creature attempts to escape and fails, the mimic deals 5 (1d10) bludgeoning damage as it tightens.

Description

 
BLOODRAVEN1010

Comments

Posts Quoted:
Reply
Clear All Quotes