| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | −1 | −1 |
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.
Runaway Rails. If the Cartmic moves at least 10 feet in a straight line along rails toward a creature, that creature must make a DC 13 Strength saving throw. On a failed save, the creature takes 9 (2d8) Slashing damage, is pushed up to 10 feet away from the Cartmic, and has the Prone condition. On a successful save, the creature takes 4 (1d8) Slashing damage and isn’t pushed or knocked prone.
If the Cartmic uses this ability while not on rails, it must move at least 20 feet in a straight line toward the creature, and the creature makes the saving throw with Advantage.
Bite. Melee Attack Roll: +5(with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage—or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic—plus 4 (1d8) Acid damage.
Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.
Crystal Explosion (Recharge 5–6). As a bonus action, the Cartmic unleashes a hoard of razor-sharp crystal shards in a 15-foot radius around itself. Each creature in the area must make a DC 13 Dexterity saving throw, taking 5 (1d10) Slashing damage on a failed save, or half as much damage on a successful one.
At the start of the Cartmic’s turn, roll a d6. On a 5 or 6, Crystal Explosion recharges.
Description
Cartmics aren’t as social as their Geodemic cousins, who enjoy clustering throughout the dwarven city of Rocammer. Instead, Cartmics are solitary predators that haunt abandoned mines and forgotten railways, waiting for lone travelers—or groups weak enough to be dragged screaming deeper into the tunnels.
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