Tiny Monstrosity (Shapechanger), Chaotic Neutral
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 30 ft., Climb 20 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5
Skills Deception +4, Perception +3, Stealth +5
Damage Resistances Acid
Senses Darkvision 60 ft, Passive Perception 13
Languages All understands the languages of its bonded companion but can't speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Tiny Shapechanger

The mimic can use its action to polymorph into a Tiny object or back into its true form. Examples include a teacup, keyring, toy chest, stuffed cat, folded scarf, coin purse, book, hand mirror, music box, or strange hat. 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 drops to 0 hit points.

False Appearance

While the mimic remains motionless in object form, it is indistinguishable from an ordinary Tiny object unless a creature succeeds on a DC 13 Intelligence (Investigation) check.

Sticky Little Menace

The mimic has advantage on ability checks made to cling to creatures, objects, walls, or ceilings. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Grinning Bond

The mimic magically bonds to one willing creature. While within 60 feet of its bonded companion, it can communicate simple emotions, images, and impulses, such as hunger, danger, curiosity, mischief, fear, affection, "look there," or "absolutely do not open that." The bond doesn't allow speech.

Too Weird to Hold

The mimic has advantage on checks and saving throws made to escape being grappled or restrained.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 piercing damage.

If the target is Tiny or Small, the mimic may cling to it after the attack. While clinging, the mimic moves with the target and has advantage on its next bite attack against that target. The target can remove the mimic with a successful DC 11 Strength check.

Startling Grin

One creature within 10 feet of the mimic that can see it must succeed on a DC 12 Wisdom saving throw or be frightened of the mimic until the start of the mimic's next turn.

Once the mimic uses Startling Grin, it can't use it again until it finishes a short or long rest.

Bonus Actions

Vanishing Grin

The mimic magically flickers. Until the start of its next turn, it becomes partially transparent, leaving only its eyes and grin fully visible.

During this time, it has advantage on Dexterity (Stealth) checks, and opportunity attacks against it are made with disadvantage.

The mimic can use this feature a number of times equal to its bonded companion's proficiency bonus per long rest.

Reactions

Nuh-Uh

When a creature the mimic can see hits it with an attack, the mimic briefly flattens, folds, or distorts its body in an impossible way. The attack's damage is reduced by 1d4 + 1.

The mimic can use this reaction twice per long rest.

Description

A Cheshire Mimic Kit is a young mimic that has not yet learned how to become furniture, doors, chests, or full objects for long periods. Instead, it takes on the shape of harmless trinkets, toys, teacups, satchels, curled scarves, or other small oddities. Its favorite trick is becoming only a grin in the dark.

This creature is not evil, but it is absolutely a menace. It likes shiny keys, loose coins, ribbons, buttons, unattended snacks, and lying about whether it has eaten something. It does not meow. It giggles through its teeth.

Suggested object forms include a cracked teacup with too many teeth inside, a coin purse that purrs, a tiny treasure chest with cat ears, a striped scarf that blinks, a hand mirror showing the wrong reflection, a music box that plays when nervous, a key that bites anyone else who grabs it, or a plush cat with a grin that slowly widens.

Companion Rule

The Cheshire Mimic Kit acts immediately after its bonded companion in initiative. Unless commanded, it takes the Dodge, Hide, or Disengage action.

The bonded companion can use a bonus action to command it to take one of the following actions: Attack, Dash, Disengage, Dodge, Help, Hide, Search, Use an Object, or Shapechange.

If the bonded companion is unconscious, the mimic usually hides, guards them, or tries to drag small items toward allies.

The_Branzar

Comments

Posts Quoted:
Reply
Clear All Quotes