Tiny Monstrosity (Shapechanger), Neutral
Armor Class 12 (Natural Armor)
Hit Points 5 (2d4)
Speed 5 ft.
STR
13 (+1)
DEX
12 (+1)
CON
11 (+0)
INT
5 (-3)
WIS
13 (+1)
CHA
4 (-3)
Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into a lamp, lantern, or torch, 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 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.

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

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

Innate Spellcasting. The mimic's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The mimic cast or dismiss any spell it knows as either an action or a bonus action, can innately cast the following spells, requiring no material components:

At will: light (self only), daylight (self only), produce flame

Strobe.  The mimic can choose to strobe.  While strobing, the mimic uses its action each turn to cast a spell it knows that sheds bright light and then uses its bonus action on that same turn to dismiss that spell.  Each creature that can see the mimic when it strobes must make a DC 11 Constitution saving throw or be paralyzed until the start of the mimic's next turn

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.

Reactions

Raving Strike.  When a creature becomes paralyzed by the mimic's Strobe trait, the mimic can make melee weapon against that creature.

Description

Taking the form of a light source, a lamp mimic can readily blend in to virtually any environment where humanoids are present.  Even went found alone in a dank and dark cavern, lamp mimics are rarely suspected of being anything other than a source of light to bring comfort and drive back the overwhelming dark.  A basic truth is that most humanoids are fond of light.  The irony is that so is the lamp mimic, which uses rapid flashes of light disable prey by inducing epileptic fits.

Monster Tags: Shapechanger

Environment: UnderdarkUrban

Sam_Hain

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