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Headcage Mimic




A corpse is a terrible thing to waste, at least as this mimic breed is concerned. Some suspect they first evolved in the cramped halls of a bedlam, among the forgotten and insane. Often, the mad with violent tendencies were fitted with head cages to keep them under control. These mimics took that shape, and dug their tines deep into a victim’s cadaver so they might control it. Not only does this give them extra mobility, but prey often attacks the corpse first thinking it to be a zombie! It’s ever so easy for a headcage mimic to burst free when its ride has been damaged beyond repair, and jack another body nearby. Once there’s nothing living around, the mimic can eat carrion at its leisure, which it does sloppily to cover its current host in gore.


Headcage Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 15ft

Str 15 Dex 12 Con 16 Int 5 Wis 13 Cha 12

Skills Intimidation +3, Stealth +5

Damage Resistances necrotic, poison

Damage Immunities acid

Condition Immunities petrified, prone

Senses darkvision 60 ft., passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The headcage mimic can use its action to polymorph into a tiny headcage 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 12). Ability checks made to escape this grapple have disadvantage.

False Appearance.

While the mimic remains motionless, it is indistinguishable from an ordinary headcage.

Grappler.

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

Head Hunter.

If the headcage mimic is not currently puppeteering a coprse, it may use its bonus action to make a pseudopod attach against a stunned creature. If this attack succeeds, the adhered mimic moves to sit atop the creature's head.

Puppet Corpse (Object Form Only).

As an action, the headcage mimic can dig its tines deep into a humanoid corpse and 'animate' it. While the corpse is puppetered it continues to decay and is easily mistaken for a zombie. The corpse is considered an object with an AC of 10 and 20HP.


Once the puppeteered corpse is destroyed, the headcage mimic's tines explode out of it. All creatures within 5ft of the puppeteered corpse must succeed on a DC 12 Dexterity save or take (3) 1d6 necrotic damage and (3) 1d6 poison damage. If any creature fails this save by 5 or more, they are also Stunned until the end of the headcage mimics next turn.


The headcage mimic may detached from a puppetered corpse as a bonus action. While puppeteering a corpse, the mimic's speed becomes that of the dead creature's.

Actions

Multiattack.

The headcage mimic makes two pseudodpod and one bite attacks.

Pseudopod.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) acid damage.

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