Walker Mimic, D&D 5E Creature

## Walker Mimic

This breed of mimic disguises themselves as a Walker that might be used by a Fountain. It may decorate itself to appear more appealing. They have a series of suction cup tongues, which they use to grab a Fountain's bauble and draw it into itself where it will slowly drain the victim of their energy over a month, killing its captive.

Typically, but not exclusively, found in places where a Fountain might go to gather materials for their own walker. They typically hunt by waiting for an unsuspecting Fountain to get in range then capture their bauble to drag inside its mouth. If there are other creatures present, they will flee the area to digest the Fountain in safety.

Denizens have been known to consume Walker Mimics as a good source of cheap meat.

Rarely, a Fountain may manage to tame a Walker Mimic as a living walker. This does require caution and special care, as the Walker Mimic will continue to attempt to drain the Fountain's energy.

### Traits

Medium Aberration, Unaligned

Armor Class 14 (Natural Armor)

Hit Points 48 (8d8 + 16)

Speeds: Walk 35 ft.

STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 4 (-3) WIS 9 (-1) CHA 18 (+4)

Senses: Darkvision (45 ft.), Passive Perception (10+WIS)

Languages: None

Challenge Rating: ?? 4 (1,100 XP) Proficiency Bonus +3

**Abductor**: The Walker Mimic can move its normal speed while grappling a creature of up to own size larger than itself or smaller.

**Grappler**: The mimic has advantage on attack rolls against any creature grappled by it.

**False Appearance**: While the Walker Mimic remains motionless, it is indistinguishable from an ordinary Walker.

**Victim Defense**: While a creature is Restrained on top of the Walker Mimic or a Fountain is Restrained inside the mouth, the Walker Mimic gets AC is increased by +3. (This does not apply if the creature is small enough to fully fit inside of its mouth.)

### Action

Multiattack: The Walker Mimic makes two Tentacle Strike attacks or one Kick attack.

Tentacle Strike. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 3) Bludgeoning damage and is Grappled (only one creature can be Grappled at a time).

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 3) Bludgeoning damage. (This attack cannot be used against a creature Grappled by the Walker Mimic.)

### Bonus Action

Grapple Carry: The Walker Mimic's top has an opening that is 2-3 ft. wide with the creature's mouth reaching up from its base. As a Bonus Action, it can pull a creature that is Grappled into the Walker Mimic's mouth or, if it will not fit, their head is pulled inside with their body pinned on top of the Walker Mimic. In either case, the captive is Restrained and Blinded.

## Variants

### Mind-crontrol Walker Mimic

Some rare types of Walker Mimics develop the ability to control their victim as they drain it. This is a variant type of Walker Mimic that can be used in addition to the typical traits of a Walker Mimic.

#### Additional Traits

**Mind Control**: While the Walker Mimic has a creature is Restrained, it can spend a day focusing on the victim's mind. At the end of each day, the victim makes a DC 15 Charisma Saving Throw or become controlled by the Walker Mimic for as long as it continues to be Restrained.

While the Walker Mimic has a creature under its mind control, it gains the following

* It can make use of all traits, features, spells, and other abilities the victim can use as well as their Strength, Dexterity, and Constitution ability scores. However, it uses its own Intelligence, Wisdom, and Charisma ability scores in place of the victim's.
* The victim takes damage in place of the Walker Mimic from all sources of damage.
* If the victim is equal in size or larger than the Walker Mimic, it can use an Action to have the creature stand upright with the Walker Mimic over their head similar in appearance to a helmet or to switch back around.
* The Walker Mimic uses its own sight for all attacks and ability checks in place of the victim's sight; if the victim has a special type of vision, the Walker Mimic cannot use that type of sight.

If a creature is freed from a Mimic's Mind Control it falls Prone and Unconscious. It will reawaken at the end of a Short Rest, if it regains any Hit Points, or the Lesser Restoration spell or similar magic is used.

### Tanker Mimic

Some rare types of Walker Mimics have a significantly larger build than others, appearing as large, heavily armored walkers. They have numerous, powerful tentacles which they use to capture and store victims as a food source. This is a variant type of Walker Mimic that can be used in addition to the typical traits of a Walker Mimic.

#### Additional Traits

Gargantuan Creature (not a Medium)

Armor Class 18 (Natural Armor)

Hit Points 120 (10d12 + 60)

Speed 40 ft.

STR 24(+7) DEX 15(+2) CON 23(+6) INT 8(-1) WIS 9(-1) CHA 14(+2)

Saving Throws Str +11 Con +10

Skills: Athletics (+11)

Condition Immunities: Grappled

Challenge 12 Proficiency Bonus +4

**Victim Defense**: The Tanker Mimic loses the Victim Defense trait.

**Siege Monster**: This creature deals double damage to Objects and Structures.

**Mountable Monster**: Creatures that are smaller than this creature can stand within its upper basket region. The basket is a 15 or 20 ft. diameter circular space with 10 ft. walls. The floor is difficult terrain due to the mouths and tentacles rising from the base of the basket. It has Disadvantage on attacks against creatures in the basket that are not Restrained as it cannot see them.

#### Actions

**Multiattack**. The Tanker Mimic makes two Tentacle Slam attacks and one Leg Slam attack or makes one Trample attack.

**Tentacle Slam**. Melee Weapon Attack, +11 to hit, reach 30 ft., one target. Hit: 27 (4d10 + 7) Bludgeoning damage and is Grappled. Can target creatures inside the Tanker Mimic's basket, with Disadvantage.

**Leg Slam**. Melee Weapon Attack, +11 to hit, reach 10 ft., one target. Hit: 57 (10d10 + 7) Bludgeoning Damage. Cannot target creatures inside the Tanker Mimic's basket.

**Trampling Dash**. The Tanker Mimic moves up to its speed. While doing so, it can enter other creatures’ spaces. Whenever the Tanker Mimic enters a creature’s space, the creature must make a DC 20 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back, to the side of the Tanker Mimic, or fall Prone. On a failed saving throw, the creature takes 42 (7d10 + 7) bludgeoning damage and is knocked Prone. Creatures knocked Prone can occupy the Tanker Mimic's space, lying below the Tanker Mimic.

### Bonus Action

**Grapple Carry**: The Tanker Mimic's top has an opening is 15-20 ft. wide with the creature's mouths reaching up from its base. As a Bonus Action, it can pull each creature that is Grappled into the Tanker Mimic's mouth, head down. The victims are Restrained and Blinded for as long as they are Restrained. A creature can use its Action to attempt a DC 19 Athletics check to break free from the Restraint or to free another creature that is Restrained by it. Creatures freed in this manner fall Prone within the upper level of the Tanker Mimic, a 15x15 or 20x20 area.