Mimic House | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mimic House

Gargantuan monstrosity (shapechanger), unaligned
Armor Class 15
Hit Points 220
Speed 25ft

STR
22 +6
DEX
12 +1
CON
20 +5
INT
12 +1
WIS
16 +3
CHA
10 0

Skills Stealth +8
Damage Resistances Necrotic, Radiant, Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities Acid
Condition Immunities Prone
Senses Tremorsense inside of it, Darkvision 60 ft., Passive Perception 15
Languages None
Challenge 8


Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Adhesive (Object Form Only). The mimic adheres to anything it attacks. A Gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage.   False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.   Grappler. The mimic has advantage on attack rolls against any creature grappled by it.


Actions

Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 27 4d10+5 bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 4d10+5 piercing damage plus 22 4d10 acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 10 (3d6) acid damage at the start of each of the mimic's turns.   If the mimic takes 15 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


 

Lair Actions

Acid Spray. The house begins leaking acid from the gaps in the boards. Anyone inside must make a DC 17 Dexterity saving throw or take 3d6 acid damage, halved on a success.   Digest. The mimic deals an additional 1d6 acid damage to any creatures it has swallowed currently. If a creature is reduced to 0 hit points this way, their body dissolves as a result of the corrosion.   Prepare. If a creature is currently swallowed, the mimic has advantage on a Constitution saving throw to regurgitate until this time next turn.

The lair is the house. Basically Monster House.



Created by

CorpseParty911.

Statblock Type

Monster / Creature

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