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War-Forged Mimic


Hit Points

Hit Dice: d4 per War-Forged Mimic level
Hit Points at first Level: Extra 1d4 per level
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills: Stealth + 5 Damage Immunities: Acid Condition Immunities: Prone Senses: Darkvision 60 ft., passive Perception 11

Overview & Creation

An Extremely Rare Class a War-Forged acquired through magical means. The Character literally becomes a Mimic, with all of their powers and legendary potential.   From a humanoid Mimic to a God-Eating Giant, the prophecy of The World-Eater is foretold when a Lost Juggernaut acquires the Legendary Power of the Mimic God.


Class Features

Unnatural Abilities

  Shapechanger: Transform into any object at will. Any equipment on you doesn't transform. You revert to your true form if you die.   Adhesive: The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.   False Appearance: While you are motionless, you can become any normal object and be indistinguishable.   Grappler: You have advantage on attack rolls against any creature grappled by it.  

Actions:

  Pseudopod: +5, 5 ft., 1d8 + Strength Modifier bludgeoning damage. Creature is subjected to Adhesive.   Bite: +5, 5ft., 1d8 + Strength Modifier piercing damage plus 1d8 acid damage.  

Spirit Anguish

  Internal Conflict: Until you have complete control over the Mimic, every 3 Mimic-related actions cause the character to Roll a DC 12 Constitution. If you fail the role, the Spirit begins taking over your body...roll a death save. 3 Death fails and your character dies and the Mimic takes control of your Corpse. 3 Death Saves and the meter resets.  

Leveling Up

 

Level 3:

  Giant: Once before needing a Long-Rest, become a 10 ft + 1d12 ft Giant for 1 hour. Melded Armor is destroyed and AC becomes 14. Gain Temporary HP from the added height (Example: If you were 7 feet and then became 15 feet, you would gain 8 Temporary HP). Hit Proficiency stays the same, but your attack damage gets an additional 2d6 + Strength Modifier. Once per battle per enemy, when an enemy attacks you that should have hit you, you can instead make the enemy tie against your AC and clash (using clash homebrew rules). However, if you fail you can't use this ability for the rest of the battle. Requirement: Wood, Marble, Stone, Metal, Steel, or other material that'll give you that mass.   Safe Haven: You become 2d12 + 5 Square-foot sized Home that can create rooms, doors, traps, and other commodities. Your party members feel safe inside and can sleep comfortably. If an enemy approaches, you can shoot 2d8 + 3 Flame Eye Beams if you have a furnace burning inside of your structure.  

Level 5:

  Extra Giant: Your Giant Height becomes 12 ft + 2d12 + 2 ft. Requirement:[/b ]Wood, Marble, Stone, Metal, Steel, or other material that'll give you that mass. You now need two failures during battle to no longer use the Clash ability.   Mimic Cry: You yell with the ferocity of an Angry Mimic Lord, causing creatures within hearing distance to make a DC 13 Wisdom Save. Upon failure, they'll be frightened of you for 1 minute.
 


Starting Equipment

None


Spellcasting

Natural Talent

  Mold Wounds - Once before a short-rest, you may move your body back together...closing wounds and repairing bones & organs. 1d6 + 1 Heal... 1d6 + 3 at level 4. 1d8 + 2 at level 6. 1d8 +3 at level 8. 1d8 + 4 at level 10.   Armor Melding - Once before a short-rest, you may absorb Armor extra AC. Leather - Chainmail Armor +1 AC...Plate Armor +2 AC...Special Armor +2 AC + Armor Abilities. However, if you are Hit you lose 1AC until the Armor is destroyed from your form. Shape changing causes the Armor to automatically become destroyed. Armors with abilities can be retained if the creature tries to learn how to keep the ability within his being.  
 


Created by

Ohmijoe.

Statblock Type

Class Features

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