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Prepare to terrify your players with the ultimate mimic encounter! In this video, we explore a unique and horrifying creature: the Mimic Broodmother. Discover how this cunning monster can turn your D&D dungeon into a deathtrap, with treasure-infested mimics, sinister lair actions, and a terrifying brood of mimic spawn. Perfect for Dungeon Masters looking to keep their players on edge, this guide will help you craft an unforgettable boss battle that even the most paranoid adventurers won't see coming! Watch to the end for tips on how to bring this monstrous mimic to life at your table.
Mimic Broodmother Stat Block:
Mimic Broodmother
Gargantuan Monstrosity (Shapechanger), Typically Chaotic Evil
*Armor Class:* 17 (natural armor)
*Hit Points:* 247 (15d12+75)
*Speed:* 20 ft., climb 20 ft.
*STR* 22 (+6) | *DEX* 10 (+0) | *CON* 20 (+5) | *INT* 5 (-3) | *WIS* 13 (+1) | *CHA* 8 (-1)
*Saving Throws:* Str +11, Con +10
*Skills:* Perception +6, Stealth +5
*Damage Resistances:* acid, bludgeoning, piercing, slashing
*Condition Immunities:* prone
*Senses:* tremor sense 60 ft, darkvision 120 ft., passive Perception 16
*Languages:* --
*Challenge:* 15 (13,000 XP)
*Proficiency Bonus:* +5
*Shapechanger:* The Broodmother can use its action to polymorph into an object or back into its true amorphous form. Its statistics are the same in each form. It reverts to its true form if it dies.
*Adhesive:* The Broodmother can use its adhesive surface to grapple creatures (escape DC 18). If a creature is grappled by the Broodmother, it cannot escape by using Acrobatics.
*Grappler:* The Broodmother has advantage on attack rolls against any creature it has grappled.
*False Appearance:* While the Broodmother remains motionless, it is indistinguishable from an ordinary part of the cavern.
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Actions
*Multiattack:* The Broodmother makes one Maul attack and four Pseudopod attacks.
*Maw.* Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 6) Piercing damage. If the target is grappled by the Broodmother, it must succeed on a DC 18 Constitution saving throw or be swallowed. While swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the Broodmother, and takes 21 (6d6) acid damage at the start of each of the Broodmother's turns. If the Broodmother takes 30 damage or more in a single turn from a creature inside it, the Broodmother must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone within 10 feet of the Broodmother’s maw.
*Pseudopod.* Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18). The Broodmother can have up to four creatures grappled at a time.
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Legendary Actions
The Broodmother 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 Broodmother regains spent legendary actions at the start of its turn.
*Pseudopod Attack.* The Broodmother makes one Pseudopod attack.
*Drag.* The Broodmother moves a creature it has grappled up to 10 feet closer to its maw.
*Mimic Call (Costs 2 Actions).* The Broodmother emits an eerie, guttural sound that awakens nearby mimic eggs, spawning 1d4 tiny mimics (AC 13, 7 HP) in random locations within 30 feet of it.
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Lair Actions
On initiative count 20 (losing initiative ties), the Broodmother can use one of its lair action options:
*Sticky Ground:* The ground within 30 feet of the Broodmother becomes adhesive, creating difficult terrain for creatures other than the Broodmother until initiative count 20 of the next round.
*Acid Drip:* The Broodmother causes acid to drip from the ceiling onto a 20-foot-radius area it can see. Each creature in the area must make a DC 18 Dexterity saving throw or take 18 (4d8) acid damage.
*Terrifying Presence:* The Broodmother emits an otherworldly scream. Each creature within 60 feet that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.