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Font Mimic




Is there anything more inspirational than a fountain? People gravitate toward these displays by instinct. They laugh, play, and eat under its shadow. Some even toss hard-earned copper in for a wish. Most also don't give them a second thought. This is where the mimic comes in. It loves the adoration and is a watering hole and lurking crocodile rolled into one. The years of psychic energy poured into it from bystanders have also imbued it with terrible gifts - gifts it shares with its spawn taking the shape of benches and ornamentation.

Font Mimic

Large monstrosity (shapechanger), neutral

Armor Class 15 (natural armor)

Hit Points 123 (13d10 + 52)

Speed 15 ft

Str 16 Dex 12 Con 18 Int 5 Wis 13 Cha 15

Skills Stealth +7

Damage Resistances cold

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 12

Languages -

Challenge 6 (2,300 XP)

Shapechanger.

The mimic can use its action to polymorph into a fountain 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 fountain.

Grappler.

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

Aberrant Radiance (Object form Only).

Whenever the mimic assumes its fountain shape, it chooses one of the following abilities. Beguiling Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic must succeed on a DC 13 Charisma save or be Charmed by the mimic. This effect ends if a charmed creature takes any damage and they become immune to this effect for the next 24 hours.


Devouring Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic takes 1 necrotic damage.


Healing Radiance: At the start of each of the mimic's turns, all monstrosities within 5ft of the mimic regains 1 hit point.


Repelling Radiance: At the start of each of the mimic's turns, all non-monstrosities within 5ft of the mimic must succeed on a DC 13 Charisma save or use their reaction to move their speed away from the mimic.

Actions

Multiattack.

The mimic makes two attacks, one of which must be a water jet.

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 10 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: 11 (2d8 + 3) piercing damage plus 4 (1d8) acid damage.

Water Jet.

Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. In addition, a creature must succeed on a DC 14 Strength save or be knocked prone.

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