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Channeling Mimic




Even monstrosities can have near-death experiences. Such an occurrence happened to the first channeling mimic as it was left for dead by an adventuring party beset shortly after their fight by a swell of shadows. The mimic managed to pull itself back from the brink, but came back… different. It found one pseudopod in the grave and using its connection to death took on the form of a spirit board. Besides strengthening its tethers to the shadowed realms, the disguise means prey willingly touch it, and often do what it tells them to do. Like their ancestors, all channeling mimics find that fear makes the meat taste better.

Channel Mimic

Small monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 97 (15d6 + 45)

Speed 15ft

Str 12 Dex 17 Con 16 Int 8 Wis 12 Cha 14

Saving Throws Wis +4, Cha +5

Skills Deception +5, Persuasion +5, Religion +2, Stealth +9

Damage Resistances necrotic

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., passive Perception 11

Languages -

Challenge 6 (2,300 XP)

Shapechanger.

The mimic can use its action to polymorph into a spirit board 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 14). Ability checks made to escape this grapple have disadvantage.

Cold Reading (Object Form Only).

The mimic is considered to have cast Detect Thoughts at all times while in its Spirit Board form. This is not a magical effect.

Ethereal Sight.

The mimic can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

False Appearance (Object Form Only).

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

Grappler.

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

Innate Spellcasting.

The mimic can innately cast Chill Touch (+5 to hit, 2d8 necrotic damage), requiring no material components. Its innate spellcasting ability is Charisma. Creatures touching or grappled by the mimic do not give the mimid Disadvantage on this spell attack.

Parasitic Linguist.

The mimic understands all languages of any creature touching it, but cannot speak

Actions

Multiattack.

The mimic makes two attacks. One of these attacks may be replaced by a casting of Chill Touch.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) acid damage.

Call Forth the Dead (1/day).

The mimic summons 1d6 Shadows. These shadows are friendly to the mimic and will defend it. These shadows remain until they or the mimic are reduced to 0 hit points; or until the next sunrise.

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