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Hourglass Mimic




For a mimic laying in wait for its next meal, there is nothing to do but bid its time. That is, of course, unless one figures out how to feast on time itself. The hourglass mimic hasn’t mastered this feat yet, not exactly anyway. It has, however, figured out to latch onto the lifespan of nearby prey and siphon fragments of it away. How the monstrosity came across these abilities is up for speculation. Appearing as an hourglass, it will often suck away a creature’s hours until the meal succumbs to exhaustion before feasting.

Hourglass Mimic

Tiny monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 88 (16d4 + 48))

Speed 15ft

Str 7 Dex 17 Con 16 Int 7 Wis 17 Cha 8

Damage Immunities acid

Condition Immunitiesprone

Sensesdarkvision 60 ft., passive Perception 13

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The hourglass mimic can use its action to polymorph into an hourglass 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 13). Ability checks made to escape this grapple have disadvantage.

False Appearance.

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

Grappler.

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

The Hour is at Hand.

The hourglass mimic has Advantage on all Initiative rolls.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 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: 3 piercing damage plus 3 (1d6) acid damage.

The Hour is Nigh.

The hourglass mimic targets a creature it can see within 120ft and drains moments of its life away. The creature must succeed on a DC 13 Wisdom save or gain a level of Exhaustion. A creature that fails this save by 5 or more gains two levels of Exhaustion instead.

Consume Time (Recharge 6).

The hourglass mimic devours the time around it in a 30ft radius. All other creatures within the area of effect must succeed on a DC 13 Wisdom save or be able to either Move or take an Action each turn, but not both for the next minute. Affected creatures cannot take Reactions. If a creature fails this save by 5 or more, they age by 1d4 X 10 years.

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