Magical Infusion. This creature has resistance to magic-based attacks. If a cantrip is used against it, it will copy the cantrip and gain the ability to use it at will.
Reverse Potion. When a target is poisoned, they can be instead under the effects of a reverse potion. (Examples: Flying becomes Gravity, Healing becomes Harm, etc.)
Flea Hop. This creature makes a jump onto any stationary target within 10 ft while retaining.
Bite. Melee Weapon Attack: +3 to hit, reach 3 in., 1 target. Hit: 14 (1d4 + 2) piercing damage. If the target fails their DC 12 saving throw, they will be poisoned for 2 rounds.
Spew. Ranged Weapon Attack: +7 to hit, range 2/10 ft., up to 2 targets. Hit: 15 (2d6 + 2) acid damage.
As a bonus action after a bite attack, this creature can attach to the creature it successfully bit, dealing 1d4+1 poison damage for every turn this creature is attached to the target. The target must make the saving throw every round, but if the target succeeds their DC14 Constitution saving throw, they do not take poison damage and instead take 1d4 piercing damage.
Insect Reflex. On a missed attack, this creature can use the Flea Leap action.
Description
This mimic takes the shape of a simple glass bottle decorated like a spider, if you look closely, you can see the bottle is supposed to be a sort of abdomen. When active, the spider legs at the neck of the bottle animate and begin to walk around. It will sniff out liquids and take a sip, replicating the liquid within its abdomen. If the creature drinks a potion, it will create a potion with an opposite effect. In combat, the mimic focuses on one attacker and wil deftly sidestep most attacks.
Previous Versions
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