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 mimic has advantage on attack rolls against any creature grappled by it.
Horses. The horses have the same stat block as the basic Riding Horse, and do not add to the Cart Mimic's health.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 2d8 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage plus 6 (2d6) acid damage.
Charge (Recharge 3). Melee Weapon Attack: The Cart Mimic uses it's horses to charge at target creature in a 60 foot line that is 5 feet wide. Each Creature in that line must make a DC 16 saving throw, taking 30 (6d8 + 6) and are knocked prone on a failed save.
Description
These Mimics have an above average intelligence for their species, make them more of a threat than normal mimics. They have formed a symbiotic relationship with horses. The horses add to the mimic's believability and help them move faster to chase down prey. In return the mimics protect the horses from predators like owl bears. Most take the form of either fairly run down and beat up carts, or very fancy and ornate carts fit for royalty. These mimics are not all bad however, as a healthy population of them often helps cut down on bandit attacks, just make sure you don't go into strange carts, no matter how much candy they offer.
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