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Snimic

Family: Mimic

Medium monstrosity (shapechanger), unaligned

Armor Class 13 (natural armor)
Hit Points 37 (5d10+10)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Skills Stealth +6
Damage Vulnerabilities slashing
Damage Immunities acid
Condition Immunities prone
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Challenge 1/2 (100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Shapechanger. The snimic can use its action to polymorph into a rope-like 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.
  • False Appearance (Object Form Only). While the snimic remains motionless, it is indistinguishable from an ordinary object.
  • Grappler. The snimic has advantage on attack rolls against any creature grappled by it.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) acid damage.
  • Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snimic can’t constrict another target.

ABOUT

What you thought was an ordinary rope suddenly sprouts a head at one end. It hisses and bears its fangs at you. Half-snake, half-mimic, snimics are long shapeshifting creatures that can take on the appearance of ropes, chains, and similar objects.

Ambush Hunters. Snimics lie in wait until food approaches, then leap out to bite and constrict their prey. Though snakes and mimics are both generally independent hunters, snimics often hunt in packs of four to twelve individuals.

Sailor’s Bane. Though a danger to all, snimics are especially feared by sailors. Stories tell of snimic swarms infesting a ship and waiting for the crew to get out to sea, then devouring them all. Glutted by the large meal, the snimics wait for another crew to find the abandoned ship, then feast again or hitch a ride back to port.

It Seemed Like a Good Idea at the Time. Though some naturalists theorize that snimics are a natural offshoot of mimics, legend has it that they were created by an overeager apprentice of Mendar the Transmuter. The apprentice deliberately crossed mimics and constrictor snakes, because apparently, “it seemed like a good idea at the time.”

Section 15: Copyright Notice

This and That: Rope and Chain, Copyright 2021 Sneak Attack Press; Author Matthew J. Hanson.

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