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Plush Mimic




Hanging there on the top row of carnival game prizes, so tempting, so large, so fluffy. Every child wants the plush animal as large as a dwarf and it's nice to be wanted. Especially when you are a hungry, ambush predator working with a less than scrupulous barker. In the form of large toy animals, these mimics are hard for anyone to resist, even stalwart heroes. Their natural charm reaches a supernatural level when one holds the 'toy' in their arms and it holds them back with its pseudopods. Too many have been devoured with a grin on their face, which the mimic usually eats last. If that wasn't bad enough, this monstrosity breed can further fluff up its size to ogre proportions if a threat or meal is big enough. The hugs it gives in such a state are exceedingly deadly. Not all plush mimics haunt dark carnivals either. Some have become the trusted protectors of children, commoner and royal alike. Would be assassins are devoured before reaching a sleeping prince and robbers meet an unpleasant end when they break into the wrong hut.

Balloon Mimic

medium monstrosity (shapechanger), neutral

Armor Class 13 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 15 ft

Str 18 Dex 11 Con 16 Int 5 Wis 11 Cha 14

SkillsStealth +4

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 10

Languages -

Challenge 4 (1,100 XP)

Shapechanger.

The mimic can use its action to polymorph into a big plush toy 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 big plush toy.

Grappler.

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

So Fluffy (Object Form Only).

Whenever a creature is grappled by the mimic at the start of their turn, they must succeed on a DC 12 Charisma save or be Charmed until the end of their turn. If the mimic dealt damage to the creature last turn, the creature has Advantage on this save.

Actions

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 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: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.

Enlarge (Recharges after a Short or Long Rest)

. For 1 minute, the mimic magically increases in size, along with anything it is wearing or carrying. While enlarged, the mimic is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the mimic lacks the room to become Large, it attains the maximum size possible in the space available.

Bonus Actions

Bear Hug.

The mimic deals damage to the creature it is grappling equal to its Strength modifier.

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