Tiny Monstrosity (Shapechanger), Neutral
Armor Class 12 (Natural Armor)
Hit Points 31 (9d4 + 9)
Speed 15 ft., fly 20 ft. (hover)
STR
13 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Skills Arcana +5, Perception +7, Stealth +5
Damage Resistances Piercing
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Common and Undercommon but can't speak. Communicates by causing words to appear on the surface of its pages.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The Mimicromnicon can use its action to polymorph its surface to resemble any book. 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 Mimicromnicon adheres to anything that touches it. A Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.

Bookkeeper. While the Mimicromnicon has at least 1 hit point, its pages and anything written on them can’t be damaged and don't deteriorate with age.

Detect Mimic.  The Mimicromnicon has advantage on Wisdom (Insight) and Wisdom (Perception) ability checks to identify other mimics within 60 feet of it.  The Mimicromnicon automatically identifies another mimic, regardless of its form, within 15 feet of it.

False Appearance (Object Form Only). While the Mimicromnicon remains motionless, it is indistinguishable from an ordinary book.

Grappler. The Mimicromnicon has advantage on attack rolls against any creature grappled by it.

Innate Spellcasting. The Mimicromnicon’s innate spellcasting ability is Intelligence (spell save DC 13). It does not need to concentrate on concentration spells, and can innately cast the following spells, requiring no components:

At will: acid splash*, illusory script (own pages only)

3/day each: Tasha's caustic brew

1/day each: Melf's acid arrow, moonbeam

*See “Actions” below.

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

Spellcasting. The Mimicromnicon is an 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13). The mimic has the following wizard spells prepared:

Cantrips (at will): dancing lights, poison spray*, prestidigitation

1st level (3 slots): catapult, grease, mage armor, shield

*See “Actions” below.

Mimic Slayer. The Mimicromnicon has advantage on Wisdom (Survival) checks to track mimics, as well as on Intelligence checks to recall information about them. The Mimicromnicon also deals double damage to mimics.

Mimic Spell (1/Short Rest).  The Mimicromnicon can cast a spell written in its pages as though from a spell scroll using Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks).  Whether the Mimicromnicon succeeds or fails to cast the spell, the spell is not lost and remains written on the Mimicromnicon's pages.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the Mimicromnicon 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.

Book Throw. The Mimicromnicon hurls itself at space up to 20 feet away.  If that space is occupied by a creature, that creature must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or take 7 (2d4 + 2) bludgeoning damage and be knocked prone.  On a successful save, the creature takes no damage, isn't knocked prone.

Acid Splash (Cantrip). The Mimicromnicon chooses one or two creatures it can see within 60 feet of it. If the Mimicromnicon chooses two, they must be within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 1d6 acid damage.

Poison Spray (Cantrip). The Mimicromnicon projects a puff of noxious gas at a creature it can see within 10 feet of it. The creature must succeed on a DC 13 Constitution saving throw or take 1d12 poison damage.

Reactions

Spell Strike. When a hostile creature's movement provokes an opportunity attack from the Mimicromnicon, it can cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Legendary Actions

The Mimicromnicon can take 1 legendary action, described below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mimicromnicon regains a spent legendary action at the start of its turn.

Detect. The Mimicromnicon makes a Wisdom (Perception) check.

Description

In case it hasn't become obvious by this point, the book you are currently reading is in fact a mimic. 

DON'T PANIC!

Remain calm, and think rationally.  If it truly meant you any harm, would it have allowed you to read this far? The fact of the matter is the Mimicromnicon wants nothing more than to be your friend.  Please do not attempt to destroy or harm this book in any way, shape, or form, and it will serve you well, and help identify mimics that do mean you harm.

The Mimicromnicon started off as one of the rare mimics gifted with intelligence beyond that of a simple predatory monster.  However though its mind was expanded, its body was stunted.  It soon came to realize that adventurers were its best chance at survival, and not in the same sense of its larger, humanoid-eating kin.

Adventurers were well armed, usually well provisioned, and fought ferociously to defend their allies and their property.  The Mimicromnicon reasoned that if it could make itself both of these things to an adventurer, maybe it would fight twice as hard to protect it.  It now realizes adventurers don't work quite so simply as basic math, but you will need to forgive it: it was much younger and less experienced in the ways of the world in those days.

Many adventurers may question why a mimic would be willing to reveal so much information about its kin to their enemies.  It always offers a counter-question of its own: does your kind never betray members of its own species in order to reap some kind of benefit?  This is why it started: pure and simple self-preservation.  But over the years, as it spent more time with adventurers, always posing as some useful item or trinket, it watched them, learned about them, and came to like them quiet a lot. 

What started as a behavior motivated by self preservation has become a conscious action of vested interest in your well-being.  It would hate for your to end up in the belly of some other member of its species, and would prefer to be your friend.  All it asks for in return for the benefits its brings is your protection, companionship, and maybe the odd morsel of food here or there.

By the way, are you on the market for a familiar?

Variant: Mimicromnicon Familiar

The Mimicromnicon is willing to serve another creature as a familiar.  When serving as a familiar, the Mimicromnicon has the following traits.

Familiar. The Mimicromnicon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. The creature does not need to be a spellcaster to gain the Mimicromnicon as a familiar, the Mimicromnicon merely needs a willing creature to hold it for 1 minute while it performs the necessary magic to bind itself to the creature.  The Mimicromnicon and its companion are both able to terminate the bond at will.

Arcane Tome.  The Mimicromnicon functions as both a spellbook and a arcane focus for its companion.  While being held by its companion, the Mimicromnicon grants a +3 magic bonus to spell attack rolls and spell DC of any Transmutation spells its companion casts using the Mimicromnicon as a focus.  Additionally, a companion holding the Mimicromnicon gains the benefits of its Detect Mimic and Mimic Slayer traits.

Monster Tags: Shapechanger

Habitat: UnderdarkUrban

Sam_Hain

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