| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Armor Meld
When the suit of armor is reduced below half its hit points, it can split into 2–4 independent armor pieces (DM’s choice), each with half the current HP of the original.
Each piece acts independently on initiative, can make attacks, and has AC 18.
Pieces can merge back together as an action to regain the original form.
Magnetic Grip
The mimic can manipulate metal objects within 10 ft..
As a bonus action, it pulls one metal weapon or armor toward itself.
The creature holding the object must succeed on a DC 18 Strength saving throw or be restrained until the end of the mimic’s next turn.
False Appearance
While motionless, the armor appears to be a normal suit of plate or ceremonial armor.
Detecting the mimic requires a DC 20 Intelligence (Investigation) check.
Multiattack
The suit of armor makes two Sword attacks and one Shield Bash.
Sword
Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 28 (3d12 + 8) slashing damage.
Shield Bash
Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 8) bludgeoning damage.
The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Armor Slam (Recharge 5–6)
The mimic slams its armored form into the ground.
Each creature in a 10-foot radius must make a DC 18 Dexterity saving throw:
-
Failure: 22 (4d10) bludgeoning damage and knocked prone
-
Success: Half damage, not prone
The suit of armor can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. The mimic regains spent legendary actions at the start of its turn.
Sword (Costs 1 Action)
The mimic makes one Sword attack.
Shield Bash (Costs 1 Action)
The mimic makes one Shield Bash attack.
Stomp (Costs 2 Actions)
The mimic stomps with its armored feet.
Each creature within 10 ft. must succeed on a DC 18 Strength saving throw:
-
Failure: 16 (3d10) bludgeoning damage and knocked prone
-
Success: Half damage, not prone
Description
This massive suit of armor masquerades as an inert display or hall guard. When adventurers approach, the armor springs to life, wielding its blades, shield, and massive frame to crush, restrain, or pin its foes.
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