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Cage Mimic




As much a prisoner as the creatures it holds, the cage mimic is unfalteringly loyal to its owner, a crime boss. Maybe this is because the owner gives it many victims to feed on. Maybe it is because it's not just the criminal that showers it with adoration but the dozens of spectators that cheer it each week. Alas, the monstrosity doesn't understand the fans are there to watch the bloodshed of the often-charmed combatants forced to fight. All it knows is that those watching it howl with joy during the fight, and whoop whenever it messily devours the loser. Even more impressive is how it can clean itself with a splash of acid, fresh for the next bout. The few times heroes have tried to stop the fight, it has made short work of them as well - much to the glee of its master.

Cage Mimic

Large Monstrosity (shapechanger), neutral

Armor Class 16 (natural armor)

Hit Points 76 (9d10 + 27)

Speed 15 ft

Str 18 Dex 11 Con 18 Int 5 Wis 15 Cha 5

Skills Stealth +4

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 12

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

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

Gilded (Object Form Only).

Whenever a creature begins its turn inside the mimic with the door closed, it must succeed on a DC 12 Wisdom save or be charmed by the mimic for the next minute. If a creature fails this save by 5 or more it is charmed for the next 24 hours instead. If a c5reature succeeds on this save, it is immune to the mimics Gilded ability for the next 24 hours.

Grappler.

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

Actions

Multiattack.

The mimic makes two pseudopod attacks.

Pseuedpod.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) acid damage.

Cage Match.

All creatures that are currently charmed by the mimic must succeed on a DC 14 Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for the next minute. Each time an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success.


Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Acid Bath (Recharge 6).

The mimic spits a glob of acid at any point it can see within 30ft that explodes in 10ft radius. All creatures in the area of the effect must succeed on a DC 13 Dexterity save or take 18(5d6)

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