You call forth the spirit of a mimic. The Mimic possesses an object you choose. It may be a Chest, Cloak, or non magical weapon, staff or rod.
The mimic disappears when it drops to 0 hit points or when the spell ends or it dies. The object returns to its normal form.
The Mimic is friendly to you and your companions for the duration. Roll initiative for the mimic, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Mimic, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the Mimimcs statistics. It can be found below.
Medium Monstrosity (Shapechanger), Neutral
Hit Points 40 + 10 for each spell level above 5th
Speed: 15 feet
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. 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 dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC of the Caster). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit:1d8 + SpellCasting Damage bonus. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level piercing damage plus 1d10 acid damage.
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