Homebrew Humanoid Mimic Species Details
Its appearance is what its species would look like. Its body is flesh and skin, yet hollow, and can control the release of digestive acids. It can form mouths anywhere on its body, slitting open like cracks and presenting a fleshy, hollow inside, the edges lined with sharp teeth. Its sclera is usually yellow, the only way to tell it apart from common species. Most of these creatures tend to flock towards power and chaos, hence so many of them are chaotic, yet some live a lawful life.
Humanoid Mimic Traits
Mimic Arts:Bite
+5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Grapple
After a melee attack, you can choose to grapple the creature. Str roll to grapple the creature and at every turn of the grappled creature, it must roll a strength or dex save to escape.
Swallow
When a creature is grappled you can consume them. The creature is forced into your body and is digested. On every turn of the mimic, the creature inside takes 2d4 poison damage. When its the creature's turn they may roll the str save of 13+
Suit of Flesh
It takes an action to take effect, but a user can control the mimic by more or less wearing it as a suit of armor. The hollow body of the mimic is wet and slimy, on the touch it's soft like flesh. When the ally enters it closes and seals all light away, the ally closes its eyes and can now see from the eyes of the mimic. The mimic gains 15 (increases by 1 per level) temporary hp when in this state. The wearer can use all of the senses the mimic endures. The mimic and the wearer share the mimic's turn, both deciding on what to do. If needed, the mimic can take full control in case anything happens. If attacked, most of the damage is tanked by the mimic, which negates all incoming damage unless it is piercing, in which both characters suffer the damage. All effects are inflicted on the mimic yet some of the effects can also affect the wearer. (blinded, deafened, paralyzed, petrified, prone, and stunned) If the wearer needs to get out for emergencies, then they can pry an opening with a str or dex roll of 10+
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