Your party's last torch is sputtering out and the idea of delving deeper in the dark fills you with dread. Yes, yes I know you have dark vision over there Himli. Thankfully, not only does this tunnel have the occasional sconce as the rest of the dungeon has but the one just a few feet away still has an unlit torch resting in it. As you near this well-timed relief, the previous torch winks out. Something slimy wraps around your arm and hot saliva drips on your face. Himli you see the sconce sprout tentacles and a maw.. just before a similar set wraps around the dwarf's helmet from above. One of many mimics enamored by flame, heat and light, the sconce mimic is the runt of this particular genius. However, they are often the most decorative and numerous. A clutch of these monstrosities can easily infest most of a dungeon complex. Not only can they produce flame - even without a catalyst present - these mimics can quench them as well. Spitting flames or attacking the pitch darkness, scone mimics may be small but they are mighty. Pick up a few for your evil castle today. It will solve your vermin problem.

Sconce Mimic
Small Monstrosity (shapechanger), neutral
Armor Class
12 (natural armor)
Hit Points 58 (9d6 + 27)
Speed
15 ft
Str 14 Dex 12 Con 16 Int 5 Wis 15 Cha 8
Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 10
Languages
-
Challenge
1 (200 XP)
Shapechanger.
The mimic can use its action to polymorph into a scone, brazier, 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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC 12). 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 sconce or brazier.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting (3/Day) (Object Form Only). The mimic can innately cast produce flame (spell save DC 12. +4 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is wisdom. Casting this spell does not break the mimic's False Appearance but throwing flame does.
Actions
Multiattack.
The mimic makes two pseudopod and one bite attacks.
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 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: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage
Lights Out.
The mimic extinguishes all non-magical light sources and fires within 30ft. All other creatures in this area of effect must succeed on a DC 12 Wisdom save or be Frightened until the end of their next turn. Creatures with Blindsight or Darkvision have advantage on this save. The mimic can use this action without breaking its False Apperance.
Comments
Post a Comment