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 14). 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.
Voice Mimicry. The chattering mimic has learned various phrases and sounds that it can employ to try and lure potential prey or dissuade dangers to itself from further pursuit should it attempt to escape. The chattering mimic knows common and two additional languages which would be common for it to hear, and may imitate any noise or phrase, even of a language it does not know, that it has heard regularly. It may also imitate the voice of those it has heard speaking at least twice. Any time the chattering mimic uses this ability, it can make sounds audible out to 150 feet. The chattering mimic uses the deception skill in order to impersonate voices its heard, and any attempt to identify the voice as false rolls insight or perception against the mimic's deception check.
Multiattack. The chattering mimic makes two Pseudopod attacks or one Pseudopod attack and one bite attack.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.
Ensnare. Melee Weapon Attack: +6 to hit, reach 5 ft., one target of large or smaller size. Hit: 8 (1d8 + 4) bludgeoning damage. If this attack hits, the creature must make a DC 14 Strength Saving Throw. If it fails this saving throw, it is grappled by the chattering mimic, and is also restrained until the grapple ends. If the mimic is in object form, the target is subjected to its Adhesive trait and does not receive a strength saving throw. The chattering mimic may only ensnare one creature at a time this way, but may use this ability on a swarm of medium size or smaller.
Shriek. Spell Like Ability: 20 foot Cone, each creature within the area must make a DC 12 Constitution Saving Throw. On a failure, a creature receives 9 (2d6 + 2) thunder damage and is deafened. Creatures that succeed this save take half the damage and are not deafened. Creatures that have resistance to thunder damage automatically succeed this save.
Description
Chattering mimics are more intelligent than standard variety mimics, and more experienced in utilizing their cunning to lure in their prey and more willing to travel to more ideal locations rather than wait in a place where adventurers might occasionally stumble upon them. These mimics have learned to speak and read through their travels in pursuit of easier prey, and have trained their voice to be able to imitate the voices of those they've overheard in order to more capably deceive would be meals.
Chattering mimics are also intelligent enough to negotiate their services to those who might have need of a mimic guardian, whether to protect a location, valuables, or even an individual, these mimics are more than happy to work for those who can provide regular meals, whether of living creatures or cooked foods. Unlike other mimics, the chattering mimic has a taste for cooked foods, particularly meat, and will go out of its way to find means by which to acquire it. However, the flesh of sapient beings and the nutrients provided by them are still a primary dietary staple of these mimics, and if a would be job does not yield such they will often turn on their would-be employer, making a meal out of them as their notice of resignation.
Chattering mimics on the move will stay relatively close to popular locations for creatures to rest for a night, waiting for unlucky fools to leave their group to lure with their mimicked voices into a place where they can be come a quick meal. After feeding, chattering mimics will usually imitate the voice of their victim to lure more prey, or find a quick escape and avoid engagement if their meal came with a fight.
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