Created through arcane manipulation by the Planar Guild, wardrobe mimics are clever ways to keep one's portals hidden and fashion cataloged. Each wardrobe mimic serves as a teleportation circle as well as a planar gate. This infusion of raw magical might has elevated the mimic's mental abilities. Most of them have come to dote on the Planar Guild members who keep them and often aid in everyday dressing decisions. They also have become secretive creatures. Often they hide a wizard's valuables on top of doors to other worlds. These doors allow a unique defense as well where the monstrosity can manipulate the position of its foes.
Wardrobe Mimic
Medium monstrosity (shapechanger), neutral
Armor Class
12 (natural armor)
Hit Points
75 (10d8 + 30)
Speed
15ft
Str 18 Dex 11 Con 16 Int 7 Wis 13 Cha 14
Skills Stealth +4
Damage Immunities acid
Damage Resistances all spells and magical attacks
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 11
Languages
-
Challenge
4 (1,100 XP)
Shapechanger.
The mimic can use its action to polymorph into a wardrobe 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.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an ordinary wardrobe.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Otherworldly Door (Object Form Only).
The wardrobe mimic serves as a teleportation circle. Its sigil begins linked to one location of its creator's desire. Every time it devours a spellcaster that knows additional circle sigils, it gains the ability to link to that location as well. In addition, the mimic also serves as a door way to plane shift to one other dimension at its creation.
Actions
Multiattack.
The mimic makes two pseudopod attacks.
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.
Vortex (Recharge 5-6).
The mimic opens its maw, or door, and creates a magic vortex. The mimic may either attempt to suck all targets within a 15-foot cone closer, or shove those targets in the same cone effect. Either way, all creatures in the area of effect must succeed on a DC 15 Strength save. If the mimic is sucking creatures in, they are moved 10ft closer to the mimic. If it is shoving creatures, they are moved 10ft away. Creatures grappled by the mimic are not affected.
Reactions
Snack.
If a creature is moved within 5ft of the mimic via the Vortex action, the mimic may make a Bite attack against it with advantage.
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