Mock
Ability Score Increase Your Consitution score increases by 2
Size Medium
Speed 30 ft.
Your Mock character will behave the following features to lie in wait for the best possible opportunity to devour their unwitting prey.
Age.
Mocks can reproduce after they have consumed at
least ten times their mass in matter, once they have done so
they can part with a mass of their flesh and shapeshifting the
mass into an object, the object is then hidden and incubates a
small clutch of infant Mocks within it. When the infant Mocks
reach maturity after a year in incubation they will eat their
way out of the nest with the same intellect of a young adult
humanoid creature. Mocks have no idea when their natural
life span ends, they are either killed or cease living by
succumbing to starvation.
Alignment.
Mocks know the concept of morality, though it
is an artificial concept made by those who are not driven by
their desire to eat. Mocks will often align themselves to any
moral compass to make sure they are fed either by others or
to feast upon them. Mocks who work in tandem with other
races are normally some form of Chaotic or Neutral
alignment.
Size.
Mocks are shapeshifters capable of molding their
bodies in all sorts of shapes and sizes, however the true form
of a Mock is humanoid and can vary between 3'0 - 6'10 feet
tall. Your true form is considered a Medium sized creature.
Darkvision.
Mock have 60ft of Darkvision.
Monstrosity.
Mocks may have a higher sense of
intelligence then their progenitors, but they are Mimics
through and through. Mock characters are considered
humanoid and monstrosity for the sake of damage typing.
Tongue.
Mocks have long pseudopod like tongues that can
extend up to three times the Mock's body length. These
tongues are used to lash out of their gaping maws, blindside
prey with the inital strike and then constrict around them
while also applying an adhesive slime. Mocks have a natural
tongue attack that deals 1d4 bludgeoning + your Strength
modifier. On a successful hit with your tongue attack you
constrict the target in an automatic grapple. At the start of it's
turn the grappled target must make a Strength vs 8 +
Proficiency + your Consitution modifier to break free of the
grapple, on failure it loses it's move action. The grappled
target may still attack you but with disadvantage. While your
target is grappled your speed is reduced to 0 and at the start
of your next turn you can use your Bite attack as a bonus
action.
Bite.
Mocks have vicious rows of sharp teeth that can
easily tear apart through metal and flesh alike. Mocks have a
natural bite attack that deals 1d6 + your Strength modifier. If
your target is grappled by your Tongue, you have advantage to
hits with your Bite attack.
Subraces.
You must choose one of the following Subraces for your Mock character; Minor or Major.
Minor
Minor Mocks have more in common with Mimics, having
perfected the art of using avarice to their advantage. Minor
Mocks blend in with the environment and snatch up greedy
prey by surprise. Minor Mock often find hunting grounds in
abandoned castles, Kobold dens, or locations where the less
observant of adventurers tend to flock. Minor Mock have the
following features.
Ability Score Increase.
Your Strength score increases by 1.
Shapechange.
As an action you can polymorph into a Medium or Small object or back to your original form. When
you shapechange you may take the appearance of any Small
or Medium sized object, your stats remain the same while in
this new form. Remaining motionless while in this form
makes you indistinguishable from an ordinary version of the
form you have taken. While in this form you are incapable of
communicating verbally. While in an object form you are
capable of using your Tongue attack, Bite attack and you are
capable of moving while in your object form, however you are
unable to use any equipment or items as all equipment is
hidden within you during the transformation. If a creature
willingly touches you they are automatically considered
grappled by you and are unaware of this until you initate an
attack action. While grappled to a creature as an object, you
can use an action to return back to your original form while
still grappled to the target. A Mock returns back to their
original form if they die and all equipment the Mock was
wearing during their transformation spills out of their corpse
Major
Major Mocks have learned to walk amongst humanoids to
better blend into their civilizations and ambush their prey
when they least expect it. Though Major Mocks are not well
adjusted to their new humanoid forms at first, surely if one is
unable to discern the differences then natural selection shall
be the great equalizer of the confrontation. Major Mock have
the following features.
Ability Score Increase.
Your Charisma score increases by 1.
Disguise.
As an action you can polymorph into a Small or
Medium Humanoid or back to your original form. You can
polymorph into any Small or Medium sized humanoid race
you have observed for atleast 12 hours, however you may
only take on a singular form of that race. This form will
always appear the same and have a defining feature that is
specific to you as a Mock. See the Major Mock Physical Trait
Table for examples.
While in this form you do not gain the abilities of the race
you have changed shape into and your stats remain the same.
Once you transform into one race you can retain this form for
as long as you want until you revert back to your true form or
are killed. Your equipment does not transform with you.
At character creation you are allowed to be familair with
one humanoid race that you can polymorph into. To
transform into a new race you are not familiar with you must
revert back to your true form, take a long rest and observe the
race you wish to transform into for 12 hours. While
transformed as a new race you are not accustomed to you
have disadvantage to Persuasion, Deception, Intimidation,
and History checks pertaining to the race in question. You are
considered accustomed to your new form after 3 in game
days observing the race.
Major Mock Physical Trait Table
You may choose to either roll a 1d6 to determine one of the
physical traits that apply to your Major Mock when they use
their disguise ability, or select one that appeals to you the
most. Alternatively, you can create a new physical trait that
occurs when your Major Mock transforms, be sure that your
DM finds your custom trait acceptable for the game.
1d6 |
Physical Trait |
1 |
The whites of your eyes are a vibrant red and you
have no pupils. |
2 |
Your teeth are fanged and when you speak your
mouth can often curl into an offputting smile. |
3 |
When you speak, you often spittle a sticky
off-colored mucus. |
4 |
Your tongue is an sickly color and is prone to
hanging out of your mouth while speaking. |
5 |
Your movement is offkilter, giving the appearance
of a physical disability such as a limp or broken
limb. |
6 |
While disguised, a part of your true form's skin is
visible on your chest or back, you can hide this
oversight under an article of clothing. |
Languages. Mock can read, write and speak Common and Undercommon