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Icehouse Mimic




An offshoot, and rival, of the kiln mimic, this freezing variety capitalizes on humanoids' need for ice. It had started its life imitating a kiln but fell into disuse after a series of long, brutal winters brought on by frost giants. The mimic was faced with a choice: evolve or die. It flipped its elemental focus from heat to ice. Not long after it finally adapted to the frigid clime, heroes pushed the frost giants out of the area. As the temperature steadied out, the mimic found itself unable to switch back. But it also learned that in the warm months humanoids needed to store ice. Some of them also needed to dispose of bodies. It is natural perhaps, that it came into the sphere of local criminals who needed to put rivals 'on ice'. Alas, this first town was destroyed when a kiln mimic arrived and the two huge monstrosities went to war against each other.

Icehouse Mimic

Huge Monstrosity (shapechanger), neutral

Armor Class 17 (natural armor)

Hit Points 84 (8d12 + 32)

Speed 15 ft

Str 19 Dex 11 Con 18 Int 7 Wis 16 Cha 8

Skills Stealth +6

Damage Immunities acid, cold

Condition Immunities exhaustion, prone

Sensesdarkvision 60 ft, passive Perception 13

Languages -

Challenge 5 (1,800 XP)

Shapechanger.

The mimic can use its action to polymorph into an ice house 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 15). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only)

The mimic can use its action to polymorph into an ice house 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.

Freeze Dry.

When the mimic inflicts cold damage to a creature, that creature suffers the following effects until the end of their next turn:

The creature cannot regain hit points.

The creature's speed is halved.

The creature takes an additional 1 cold damage for each dice of other damage it takes.

If the creature is reduced to 0 hit

Grappler.

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

Siege Monster.

The mimic deals double damage to objects and structures.

Actions

Multiattack.

The mimic makes two pseudopod attacks, or uses its reel action and makes a bite attack.

Pseuedpod.

Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: 13 (2d8 + 4) 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: 13 (2d8 + 4) piercing damage plus 4 (1d8) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the mimic if it is in object form. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 10 (3d6) ice damage at the start of each of the mimic's turns. If the mimic changes shape, dies, or fails a Constitution save, all swallowed creatures are expelled into any square within 5ft of the mimic.

Reel.

The mimic pulls each creature grappled by it up to 25 feet straight toward it.

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