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Taper Mimic




Enamored with fire as to a moth, the taper mimic sought out several different forms. None of them satisfied its monstrosity's desire until it came across a collection of holiday candles. The way the flame the way it cast light through the cold night and captivated its audience inspired the mimic. It finally realized how to produce its own fire... and how to hypnotize its prey.

Taper Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 15 ft

Str 16 Dex 12 Con 16 Int 5 Wis 11 Cha 16

Skills Stealth +5

Damage Immunities acid, fire

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 10

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a lit-standing candelabra 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 (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary lit-standing candelabra.

Grappler.

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

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 9 (2d8) fire damage.

Twinkling Lights (Recharge 6).

The mimic creates a twinkling pattern of colors that weaves through the air inside a 30-foot cube centered on itself for the next minute. Each creature that starts its turn in the area or enters it for the first time in a round, and sees the pattern must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed for the next minute. While charmed by this spell, the creature is incapacitated and has a speed of 0.


Any time the creature takes damage, it may repeat this save with the effect ending on success.

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