You can create a pseudo-mimic to do your bidding with this spell. Touch one medium sized lockbox, that item is consumed and turned into a pseudo-mimic over the course of 20 minutes. The pseudo-mimic will do as you command (Verbally), until it is destroyed, at which point is disintegrates in a puff of smoke, leaving only a pile of ash with a note with the words "I Luv Yoo" written on it in very bad handwriting. Only three can be commanded at a time.
PSEUDO-MIMIC
Medium construct, unaligned
Armor Class 15 (Natural Armor)
Hit Points78 (12d8 + 24)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
12 (+1)
15 (+2)
3 (-4)
11 (+0)
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Attacks that aren't Adamantine
Damage Immunities Force, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft., Unknown Always knows the exact location and status of its owner at all times, Passive Perception 11
Languages Understands the languages of its master but can't speak
Challenge 8 (3,900 XP)
TRAITS
Shapechanger. The pseudo-mimic can use its action to extend or retract hundreds of tiny, humanoid legs and feet from its underside, its teeth, or its tongue.
Battering Ram. The pseudo-mimic deals double damage to objects and structures with its ram attack. Additionally, if the pseudo-mimic moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage for every 20 feet it moved. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Death Throes. When the pseudo-mimic is reduced to 0 hit points, it explodes, scattering all its contents in a 20-foot radius of where it stood. All creatures in the area must succeed on a DC 16 Dexterity saving throw, taking 1d4 bludgeoning damage on failed save for each item expelled by the explosion.
False Appearance. While the pseudo-mimic remains motionless with its legs, teeth, and tongue retracted, it is indistinguishable from an ordinary object.
Grappler. The pseudo-mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The pseudo-mimic can innately cast the following spells, requiring no material components:
1/day each: plane shift (only usable when its owner is on a different plane of existence, shifts to the same plane its owner is on)
Luggage. The pseudo-mimic is capable of generating non-dimensional spaces inside itself at its master's command which can be used to sort and store things. Each space can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from one of these spaces requires an action. Alternating which space the pseudo-mimic currently has access to requires a bonus action. The pseudo-mimic weighs 75 pounds, regardless of its contents.
When an item is placed in a space generated by a pseudo-mimic and left there over a long rest is cleaned as though by the prestidigitation spell and repaired as though by the mending spell.
When one of these non-dimensional spaces is emptied of its contents, it ceases to exist. The pseudo-mimic is also capable of destroying a non-dimensional space it has created, regardless of its contents, at its master's command. When a non-dimensional space is destroyed by the pseudo-mimic its contents are scattered in the Astral Plane.
Magic Immunity. Unless it wishes to be affected, the pseudo-mimic is immune to spells and damage from magic weapons. It is still subject to acid, cold, fire, lightning, and thunder damage from non-magical sources.
Magic Weapons. The pseudo-mimic's weapon attacks are magical.
ACTIONS
Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it is must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16) and drawn 10 feet towards the pseudo-mimic. Until this grapple ends, the target is restrained, and the pseudo-mimic can't use its pseudopod or its bite on another target.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the pseudo-mimic can't use its bite or its pseudopod on another target.
Charge. The pseudo-mimic can use the Dash action as a bonus action.
Ram.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Swallow. The pseudo-mimic makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. A swallowed creature is stored in one of the pseudo-mimic's non-dimensional spaces. Breathing creatures inside such a space can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute) inside, after which time they begin to suffocate.
Trample.Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10 + 5) bludgeoning damage.
DESCRIPTION
A pseudo-mimic, as its name would suggest, is not a mimic, though it is mimic-like. A pseudo-mimic is a chest-shaped magic construct that acts as both a luggage carrier and bodyguard for its owner. A pseudo-mimic is fiercely defensive of its owner, and is quick to attack any creature that behaves in a hostile manner towards them. Crafted from magical wood and imbued with all manner of enchantments, a pseudo-mimic is saturated with magic to such degree that it has become impervious to magical damage of all kinds.
A pseudo-mimic is capable of sprouting hundreds of tiny, humanoid legs, complete with feet, with which it is capable of moving at great speeds. It is also capable of sprouting lots of big square teeth, as white as sycamore, and a pulsating tongue, as red as mahogany. The inside area of a pseudo-mimic does not appear to be constrained by its external dimensions, and contains many conveniences: even when it has just devoured a monster, the next time it opens the owner will find their own undergarments, neatly pressed and smelling slightly of lavender.
One of the greatest features of pseudo-mimic is its ability to follow its current owner anywhere. Anywhere. Including such places as other planes of existence, inside its owner's own mind, and even (literally) to the Hells and back. Like all luggage, a pseudo-mimic may get lost along the way, but in time it will eventually locate its owner.
Being a simple, and toughly built construct, a pseudo-mimic has only one way of overcoming obstacles: ignoring them and smashing a hole through them. This includes physical, magical, dimensional and even conceptual barriers.
* - (One Medium sized Lockbox)
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