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Medusa's Mimic




Lovingly raised by a cold-blooded fiend, the medusa’s mimic gladly guards its ophidian mistress. This particular monstrosity plays at being a medusa’s victims and blends in with all the other stone statues scattered about. Too often, adventurers that make their way into a medusa’s lair are too worried about the lady of the house to pay much attention to the ‘art’ standing about. The medusa’s mimic uses this to its advantage, splitting the party up with phantom sounds before swiftly striking. It either drags its meal off to devour quietly or slays it and then takes the form of a still statue once more as the prey’s associates come near. Even after the medusa is slain, the mimics may linger on in the area. They are simple creatures after all.


Medusa's Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 15ft

Str 17 Dex 11 Con 16 Int 5 Wis 13 Cha 10

Skills Stealth +4

Damage Immunities acid

Condition Immunities petrified, prone

Senses darkvision 60 ft., passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The medusa's mimic can use its action to polymorph into a humanoid statue 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 but does take on an illusionary stone appearance. 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 13). Ability checks made to escape this grapple have disadvantage.

Ambusher.

The medusa mimic has advantage on attack rolls against any creature it has surprised.

False Appearance.

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

Grappler.

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

Phantom Sounds.

As a bonus action, the medusa's mimic can magically produce minor sounds such as footsteps, pebbles falling, the scrapping of metal, etc, in any spot it can see within 60ft. These sounds persist until the end of its round.

Sneak Attack (1/Turn).

The mimic deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the mimic that isn't incapacitated and the mimic doesn't have disadvantage on the attack roll.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

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