Slippery Ground. The ground around the Bathtub Mimic is wet and slippery. Any creature that gets or ends its turn within 15 feet of it must make a DC 14 Dexterity saving throw or be knocked prone.
Weird Shoal. The Bathtub Mimic is filled with Weird Fish. 5 (1d6 + 2) fish float in a 5-foot radius of the Bathtub. They have AC 12 and 10 hit points each. While they remain, they eat magic, giving the Mimic Magic Resistance.
They also attack enemies. Any hostile creature that gets within 5 feet or starts their turn within this distance of the Bathtub suffers 5 (1d4 + 3) piercing damage per Weird Fish still floating around it.
Drown. The mimic pulls a creature it has grappled inside its bathtub cavity. The creature is underwater and suffers 10 (2d6 + 3) cold damage at the start of each of their turns while they're grappled in this way.
Tongue. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the Mimic can't use its tongue on another target.
Weird Fish. The Weird Shoal attacks.
Each creature within 20 feet of the Bathtub Mimic must make a DC 14 Dexterity saving throw or suffer 6 (1d6 + 3) piercing damage per Weird Fish around the Bathtub, suffering half as much damage on a success.
If the Mimic's Magic Resistance has been triggered in the current round, the targets also suffer an additional 7 (1d8 + 3) damage of a random type. Determine the damage type by rolling 1d8:
- Acid
- Cold
- Fire
- Force
- Lightning
- Poison
- Psychic
- Thunder
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