Small Monstrosity (Shapechanger), Neutral
Armor Class 17 (Natural Armor)
Hit Points 27 (6d6 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
5 (-3)
WIS
13 (+1)
CHA
6 (-2)
Skills Stealth +6
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Undercommon
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Shapechanger. The mimic can use a bonus action to polymorph into any weapon or back into its true, amorphous form. If the mimic polymorphs into a melee weapon, it ignores the heavy property.  If the mimic polymorphs into a ranged weapon, it ignores the ammunition property.  If the mimic polymorphs into a weapon with the thrown property, it is considered a melee weapon, even if used make a ranged weapon attack. Its statistics, other than the damage and range of its weapon attacks, 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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage.  The mimic can excrete, cease excreting, or dissolve its adhesive at-will.

Adhesive Shot (Object Form Only). The mimic's projectiles adhere to anything they hit. A Medium or smaller creature adhered to by one of the mimic's projectiles is also restrained by it (escape DC 12). Ability checks made to escape the restraint have disadvantage.

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

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

Innate Spellcasting. The mimic's innate spellcasting ability is Strength (spell save DC 12). The mimic does not need to concentrate on concentration spells and can innately cast the following spells, requiring no material components:

At will: elemental weapon (self only, 5th-level spell, +2 to attack rolls, 2d4 acid damage), true strike

Actions

Weapon Attack. Melee or Ranged Weapon Attack: +4 to hit, reach or range of the weapon the mimic has polymorphed into, one target. Hit: The weapon damage die of the weapon the mimic has polymorphed into + 2.  If the mimic is polymorphed into a melee weapon the target is subjected to its Adhesive trait.  If the mimic is polymorphed into a ranged weapon the target is subjected to its Adhesive Shot trait.

Description

Weapon mimics pose as well made or even magical weapons to make themselves desirable to adventurers. They seek out caches of treasure or armories to hide among valuable objects or other weapons.  Once picked up by an adventurer, a weapon mimic will travel with its new owner.  By night, while the owner sleeps, the mimic will rummage through their belongings in search of food.  If discovered (usually when a new owner attempts to identify it) a weapon mimic will often try to negotiate; offering to serve the adventurer as its weapon in exchange for regular payments of food.

As an amorphous living thing, a mimic is capable of adjusting its center of mass without impacting its performance, allowing its to be wielded effectively with ease by virtually anyone.  They are even able to replicate ranged weaponry by forming and firing projectiles from their own flesh; each one a tiny simulacrum of the original which upon hitting a target, reverts to an amorphous form and grapples it.

Variant: Mimic Weapon

Some weapon mimics are willing to serve as weapons for other creatures. A mimic acting as a weapon gains the following trait:

Mimic Weapon. The mimic can be wielded as a weapon, and functions as whatever weapon it polymorphs into.  While acting as a weapon for another creature the mimic takes no actions of its own.  An attuned wielder can command the mimic to polymorph into a different weapon as a bonus action.  The wielder can use an bonus action to command the mimic act as a dancing sword, regardless of what type of weapon the mimic is polymorphed into. The wielder can also command the mimic to cast a spell from the mimic's Innate Spellcasting trait, requiring the spell’s normal casting time and using the mimic's spellcasting DC.

When an attack using the mimic as a weapon hits, the target is subjected to the mimic's Adhesive trait if the mimic is polymorphed into a melee weapon, or its Adhesive Shot trait if it is polymorphed into a ranged weapon. Additionally, ability checks made to disarm the mimic's wielder by removing the mimic from their grasp have disadvantage. While being wielded as a weapon, the mimic shares its Grappler trait with its wielder against any creature subjected to its Adhesive trait.

The mimic is immune to game effects that would damage or destroy weapons with acid such as a black pudding's Corrosive Form trait.  Non-acid game effects that would damage or destroy weapons deal 1d6 damage to the mimic instead of lower its damage rolls.  If an attack or game effect would reduce the mimic to 0 hit points while it is being wielded and its wielder has at least 1 hit point, the mimic drops to 1 hit point instead.  While the mimic has 5 hit points or less, it cannot be used to make weapon attacks, and the wielder loses all benefits provided by the mimic.  The mimic is considered a destroyed weapon until its hit points rise above 5.

Monster Tags: Shapechanger

Habitat: UnderdarkUrban

Sam_Hain

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