| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 14). Ability checks made to escape this grapple have Disadvantage.
Take a Seat (1/Day). When the Armchairmic first notices one or more creatures it believes might make suitable companions, it releases a soothing scent in a 10-foot radius. Each creature in that area that can breathe must succeed on a DC 14 Wisdom saving throw or feel an overwhelming urge to sit down.
On a failed save, a creature must use its reaction, if available, to move to sit on Armchairmic. If it can't move as a reaction, it does so at the start of its next turn.
Until the start of the Armchairmic's next turn, the creature's speed is 0.
Once the Armchairmic uses this trait, it can't do so again until the next dawn.
Multiattack. The Armchairmic makes one Bite attack and one Pseudopod attack.
Bite. Melee Attack Roll: +7 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage—or 13 (2d8 + 4) Piercing damage if the target is Grappled by the mimic—plus 4 (1d8) Acid damage.
Pseudopod. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Ability checks made to escape this grapple have Disadvantage.
Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.
A Seat for an Old Friend. The creature currently sitting on Armchairmic rolls 1d100 and consults the following results:
1. Overcome with bitter disappointment, the Armchairmic launches the creature with all its might. The creature must make a DC 14 Dexterity saving throw with Disadvantage. On a failed save, the creature takes 18 (4d8) force damage, is pushed 20 feet directly away from the Armchairmic, and falls prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
2–99. The creature must succeed on a DC 14 Dexterity saving throw or be violently launched away. On a failed save, the creature takes 13 (3d8) force damage, is pushed 20 feet directly away from the Armchairmic, and falls prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
100. The Armchairmic mistakes the creature for its long-lost companion and regards it as its closest friend. The Armchairmic acts on its own initiative and willingly follows that creature's requests, provided doing so doesn't obviously endanger the Armchairmic. While bonded in this way, the Armchairmic refuses to use Take a Seat on another creature unless its friend dies or becomes hostile toward it.
Description
This Armchairmic spent decades beside a great warrior who spared the mimic's life long ago. Grateful for the warrior's kindness, the mimic spent many years as a loyal companion throughout their adventures, and an even more faithful one after the warrior retired, always providing a place to sit and rest while listening to tales of battles long past.
When the warrior died, the mimic patiently waited for their return. Every stranger who accepts its invitation to sit is quietly judged against the memory of its lost companion. Most are met with bitter disappointment and launched away in a burst of force... hoping that one day, it will finally find a new friend.
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