The chest mimic is a changeling slime with a taste for humanoid flesh. Seeing the greed of those with higher intelligence, it uses their weakness against them, knowing most adventurers leave every room completely overturned. Upon being opened the mimic uses it’s sticky “tongue” to grapple the creature in an attempt to shred it’s victims into shreds to digest.
Medium Slime Aberration
Hit Points
24
Speed
20 ft
AC
14
Fortitude
14
Reflex
10
Will
10
Str
15 (+2)
Dex
11 (+0)
Con
16 (+3)
Int
10 (+0)
Wis
10 (+0)
Cha
10 (+0)
Immunities. Poison damage, Psychic damage, BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight., CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight., LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., PoisonPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., SleepingSleeping The target is rendered unconscious and helpless, unable to take actions and is also most likely Prone., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Resistances. Bludgeoning damage, Piercing damage, Slashing damage.
Amorphous. The creature has a gelatinous body, giving it Resistance to Bludgeoning, Piercing, and Slashing damage. The Slime may also fit through cracks and gaps, acting as Difficult Terrain.
Preemptive Strike. The creature may use this as a Reaction to make a melee attack in order to target a creature’s Reflex. Upon a hit the target the creature becomes GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple..
Unassuming. The creature can stand still and unassuming. They cannot be detected as anything other than a normal set of armor while motionless.
Actions
Bite (Str). +5 to hit AC. 1d8+2 Piercing damage. If the target is Grappled by the creature they take 1d10+2 Piercing damage.