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Corona Mimic




Envious of the stars, the corona mimic chooses the form of an opulent light fixture in a vain attempt to capture even a mote of their glory. However, the monstrosity can never reach the beauty of heavenly objects, but that doesn’t stop it from trying. This unattainable goal has also seeded a deep hatred in the mimic’s amorphous heart, and it draws off of this unabating bitterness to blanket the area around it in biting, burning light.

Corona Mimic

Large monstrosity (shapechanger), neutral

Armor Class 13 (natural armor)

Hit Points 93 (11d10 + 33)

Speed 15ft

Str 18 Dex 15 Con 16 Int 6 Wis 13 Cha 17

Saving Throws Cha +5

Skills Stealth +6

Damage Immunities acid, fire, radiant

Condition Immunities blinded, prone

Sensesdarkvision 60 ft., passive Perception 11

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into an chandelier 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. The mimic can activate or deactivate this ability as a bonus action.

False Appearance (Object Form Only).

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

Grappler.

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

Illumination (Object Form Only).

The mimic sheds bright light in a 30-foot radius and dim light in an additional 30 ft. The mimic can activate and deactivate this ability as a bonus action.

Actions

Multiattack.

The mimic makes two pseudopod attacks.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) 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: 13 (2d8 + 4) piercing damage plus 4 (1d8) acid damage.

Coronal Ejection (Recharge 6).

The mimic flares in a 20ft radius 10ft high cylinder of searing light. Each creature in the area of effect must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire and 10 (3d6) radiant damage and be blinded for the next minute. On success, a creature takes half as much damage and is not blinded.

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