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Stump Mimic




A curious monstrosity indeed, the stump mimic feeds off of and adores woodland creatures in equal measure. It prefers a tranquil existence where forest beasts treat it as a valued ally and it can influence them to bring it better prey. But if worse comes to worst, it's not above consuming its 'friends'. The mimic's favored prey is humanoids, of course, though it likes to pay with its food. Its strange nature puts them into a fugue state making them easier to eat or the beats under its thrall to assault.

Stump Mimic

Medium Monstrosity (shapechanger), neutral

Armor Class 14 (natural armor)

Hit Points 76 (9d8 + 36)

Speed 15 ft

Str 15 Dex 12 Con 18 Int 5 Wis 16 Cha 8

Skills Nature -1, Stealth +5

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 13

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a tree stump 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 12). Ability checks made to escape this grapple have disadvantage.

Grappler.

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

Study Buddy.

Allied creatures within 5ft of the mimic gain advantages on Intelligence-related skill checks.

Limited Telepathy.

The mimic can magically communicate simple ideas, emotions, and images telepathically with any creature it has charmed within 90 ft. of it.

Stumped.

All creatures with an Intelligence 4 or greater that start their turn within 30ft of the mimic or enter this area of effect for the first time must succeed on a DC 13 Intelligence save or become Forgetful for the next minute. If a creature fails this save by 5 or more the duration becomes 24 hours. A Forgetful creature cannot take Reactions and can take Actions or Bonus Actions on their turn but not both. In addition, they have Disadvantage on any Intelligence or Wisdom related skill checks. An affected creature may repeat this save at the end of each of their turns with the effect ending on success unless they failed the save by 5 or more. A creature that saves against the mimic's Stumped is immune to it for the next 24 hours.

Actions

Multiattack.

The mimic makes two Pseudopod attacks and one Bite attack.

Pseuedpod.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) acid damage.

Happy Tree Friend.

The mimic chooses up to 4 beasts it can see within 30ft and psychically sways them to its side. If a beast's Intelligence is 4 or higher, the action fails. Otherwise, the beast must succeed on a DC 15 Wisdom saving throw or be charmed by the mimic for the spell's duration. If the mimic deals damage to a charmed creature this effect ends. This effect can affect beast swarms even if they are normally immune to charm.

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