Obsidian-Staff Juvenile Mimic

Old treatises mention obsidian-wrought objects that 'bite' their makers when used. Stories told to apprentices warn of living tools left in workshops. Locals sometimes call these objects 'glass-fangs' and advise burning or leaving them alone.

MediumOther(Shapechanger)CR 8Neutral

Obsidian-Staff Juvenile Mimic

MimicJuvenileAmbusherShapechangerMagical
HP98AC24, touch 12, flat-footed 22SPD20 ft., 5 ft. when remaining motionless in object formCR8DisguiseClimbPerceptionBluffKnowledge (arcana)
STR
22
DEX
14
CON
20
INT
12
WIS
14
CHA
12
Mimic Object. The mimic can assume the appearance of any Medium object of roughly staff shape. It gains a +20 racial bonus to Disguise checks when imitating an object. While in object form it is indistinguishable from a mundane obsidian staff without detect magic or careful inspection.
Adhesive. The mimic exudes a sticky, dark adhesive that automatically grapples creatures struck by its slam. The adhesive imposes a -4 penalty to Escape Artist checks. The save DC to resist the adhesive is 19 and is Strength-based.
Glassy Hide. The mimic is immune to acid damage due to its glassy obsidian hide.
Object Ambush. When disguised as an item a creature attempting to wield or remove the item must succeed at a Perception check to notice subtle living motion. A wielder making an attack while the mimic is disguised gives the mimic an immediate free bite attack against the wielder.
Multiattack. The mimic lashes with a pseudopod or bites when adjacent. When disguised as a staff a creature wielding it can make melee attacks as normal; the mimic can instead choose to make a free bite attack against the wielder when the wielder makes an attack, dealing bite damage and possibly sticking to the wielder.
Slam. Melee slam +14 () plus adhesive. If the mimic hits with its slam it automatically attempts to adhesive-grapple the target (see Adhesive). If it already has a creature grappled it can constrict that creature for bludgeoning damage.
Bite. Melee bite +12 (). The bite ignores hardness less than 5 when made against objects. On a critical hit the target takes an additional bleed and any weapon held in the target's hands that is struck must succeed at a Reflex save or become stuck to the mimic (wielder may still attack but the stuck weapon is treated as entangled to free it).
Object Weapon. While disguised as an obsidian staff the mimic can be used as a +1 quarterstaff ( bludgeoning one-handed, versatile). If the mimic is dealt damage while being wielded the wielder must succeed at a Will save or realize the staff is hostile. A successful Strength check or Reflex save is required to pry or break free from adhesive-stuck gear.
Adhesive. The mimic exudes a dark, glassy adhesive over portions of its surface. Any creature that is struck by the mimic's slam or that attempts to pick up the staff while it is disguised must succeed at a Strength or Reflex save (target's choice) or be held fast by the adhesive. A held creature takes a -4 penalty to Escape Artist and must make a second Strength check to free itself each round. Alcohol, universal solvent, or a successful caster level 7 dispel (as remove curse) dissolves the adhesive instantly. The save DC is Strength-based.
Snapback. Snapback When a creature attempts to pry the mimic off a held object or weapon the mimic may make an immediate bite attack against that creature at its highest attack bonus.
Cantrips
Spell-like abilitiesUniversal At will: detect magic. 3/day: command (as spell), invisibility (self only, 1 round). 1/day: charm person (single target). These are spell-like abilities; caster level 6. DCs use Charisma and are DC 15.
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