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Iced Mimic




An odd and psychotic breed of monstrosity, the ice mimic enters a hibernation state for the warmest season of the year. As soon as the weather turns and snow falls, it awakens and begins its terrifying hunt. Taking the form of snow sculptures, the mimic stalks prey switching from normal to horrid form in the blink of an eye. Its bulk rapidly glows as it gluts on frightened creatures, building up fat before falling into slumber once more.

Iced Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 11 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 15 ft

Climb 15 ft

Str 18 Dex 10 Con 16 Int 5 Wis 13 Cha 16

Skills Intimidation +7, Stealth +4

Damage Immunities acid, cold

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 snowman 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 Absorption.

Whenever the mimic is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from a snowman.

Grappler.

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

Soon to Melt Away (Object Form Only).

The mimic is vulnerable to fire damage.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 6 ft., one target. Hit: 12 (2d8 + 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: 9 (1d10 + 4) piercing damage plus 9 (2d8) acid damage.

Frightful Presence.

Each creature of the mimic's choice that is within 120 feet of the mimic and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mimics's Frightful Presence for the next 24 hours.

Bonus Actions

Snow Step.

The mimic dissolves into a cloud of snow and teleports to a space it can see within 30ft that is covered in snow.

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