Me.Mimic

Devaluer

A tentacled abomination with crippled fleshy wings holding several valuables.

Medium Aberration, Neutral

Armor Class 13

Hit Points 71 (11d8 + 22)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
16 (+3)
9 (-1)
14 (+2)
6 (-2)
12 (+1)
9 (-1)

Saving Throws Str +5, Int +0

Skills Athletics +5, Investigation +0

Senses darkvision 60 ft., passive Perception 11

Languages

Challenge 3 (XP 700; PB +2)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

Magic Resistance. The devaluer has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 13).

Stupefying Bite. Intelligence Saving Throw: DC 12, one creature the devaluer is grappling. Failure: The target takes 9 (2d8) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 13, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 4-6). The devaluer jumps up to its speed without provoking attacks of opportunity.

Medium Aberration, Neutral

Armor Class 12

Hit Points 55 (10d8 + 10)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
15 (+2)
9 (-1)
13 (+1)
6 (-2)
12 (+1)
9 (-1)

Saving Throws Str +5, Int +0

Skills Athletics +5, Investigation +0

Senses darkvision 60 ft., passive Perception 11

Languages

Challenge 2 (XP 450; PB +2)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

Magic Resistance. The devaluer has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 12).

Stupefying Bite. Intelligence Saving Throw: DC 11, one creature the devaluer is grappling. Failure: The target takes 7 (2d6) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 12, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 4-6). The devaluer jumps up to its speed without provoking attacks of opportunity.

Medium Aberration, Neutral

Armor Class 14

Hit Points 91 (14d8 + 28)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
17 (+3)
9 (-1)
14 (+2)
6 (-2)
12 (+1)
9 (-1)

Saving Throws Str +5, Int +0

Skills Athletics +5, Investigation +0

Senses darkvision 60 ft., passive Perception 11

Languages

Challenge 4 (XP 1,100; PB +2)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

Magic Resistance. The devaluer has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 16 (3d8 + 3) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 13).

Stupefying Bite. Intelligence Saving Throw: DC 12, one creature the devaluer is grappling. Failure: The target takes 11 (2d10) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 13, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 4-6). The devaluer jumps up to its speed without provoking attacks of opportunity.