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Mimic of Chance




Luck is a fickle, fluid thing, and that's what these tiny mimics love about it most. Taking the shape of dice, cards, and other gambling sets, these unique aberrations can disperse their bodies into a collection of similar objects. It’s not unheard of for a mimic of chance to shuffle itself into another gambling set, carefully consuming the articles it imitates. GIven its size, the mimic of chance prefers easy meals. It uses its alien mind to influence those playing its game, as it were, to take reckless actions such as cheating or betting more than they should until violence or self-harm occurs. Then it gobbles up the results. From time to time, however, a mimic of chance will bind with a gambler, usually a sardonic corrupt soul. Its nature helps the player amass prestige and wealth, while the gambler ensures that the miniature mimic never goes hungry.


Mimic of Chance

Tiny monstrosity (shapechanger), neutral

Armor Class 15 (natural armor)

Hit Points 44 (8d4 + 24)

Speed 15ft

Str 4 Dex 18 Con 16 Int 12 Wis 13 Cha 14

Skills Deception +4, Insight +3, Stealth +8

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 11

Languages undersands common but cannot speak

Challenge 2 (450 XP)

Shapechanger.

The mimic of chance can use its action to polymorph into an objects from a gambling set 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. These objects can exist no further from 10ft of one another or they will collapse into goo and slither back together

Adhesive (Object Form Only).

The mimic of chance adheres to anything that touches it. A small or smaller creature adhered to the mimic is also grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage. The mimic of chance may turn on or off this ability as a bonus action.

Card Shark (Object Form Only).

The mimic of chance may hide among other gambling sets as a bonus action.

False Appearance.

While the mimic of chance remains motionless, it is indistinguishable from an ordinary object.

Grappler.

The mimic has advantage on attack rolls against any creature grappled by it.

Limited Telepathy.

The mimic of chance can magically communicate simple ideas, emotions, and images telepathically with any creature within 5 ft. of it.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d4 -3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

MMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4-3) piercing damage plus 2 (1d4) acid damage.

Down On Your Luck.

Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) psychic damage. In addition, the creature must succeed on a DC 12 Wisdom save or subtract 1d4 from all ability checks, attack rolls, and saves until the end of its next turn.

Reactions

Even the Odds.

The mimic of chance can twist the luck of any creature it can see within 30ft. That creature has Disadvantage on its next ability check or attack roll.

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