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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


Created by

That.One.Guy.

Statblock Type

Race

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