Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The alluric has advantage on attack rolls against any creature grappled by it.
Telepathic Beacon. When an alluric catches it's prey, it sends a telepathic message to the nearest Mindwitness, up to 600ft.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Alluring Visage. The alluric exudes an alluring aura. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. The alluric must take a bonus action on its subsequent turns to continue this aura. It can stop this aura at any time. The aura ends if the harpy is incapacitated.
While charmed by the alluric, a target is incapacitated and ignores the auras of other alluric. If the charmed target is more than 5 feet away from the alluric, the target must move on its turn toward the alluric by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this alluric's visage for the next 24 hours
Description
If the mimic can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into an alluric.
Telepathic Trap. The primary function of an alluric is to capture new humanoids for ceremorphosis in a mindflayer colony. As such, an alluric never attempts to lethally attack a humanoid, merely hold it.
Solitary Seekers. If separated from its illithid masters, an alluric seeks out other telepathic creatures to tell it what to do. Allurics have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters.
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