The famed jewel you plumbed this dungeon for is just within your grasp and is currently in the grasp of a one-armed corpse wearing piecemeal armor. It was smart to chop off its head, just in case. The gem feels almost stuck to the ornate gauntlet that is holding it. Maybe you'd get the fingers to open up if you put the metal glove on. Oww! It stings a bit! OH! It's starting to chew! Worse yet, the lost arm has come skittering into view, pulled along by the other gauntlet as it sprouts eyes and teeth. Roll for initiative!
Pardon the pun, but the gauntlet mimics came along because someone thought they'd be handy to have around. Imagine not being able to lose your weapon because it's stuck to your hand, or being able to really grapple an opponent with extra force, and it even gives you a boost opening locked doors! It almost seems like a good idea, and if you're a half-mad arcanist or warlord sure, why not breed a mimic for that purpose. Most folks have two hands, so you just have to birth twins. Just like your right and your left - these monstrosities know how to work together. Unfortunately, the puns continue and these mimics prefer finger food above everything else. That means eventually they will turn on you and if they do, you'll be stumped on how to stop them.
Gauntlet Mimic
Tiny Monstrosity (shapechanger), neutral
Armor Class
15 (natural armor)
Hit Points 36 (8d4 + 16)
Speed
15 ft
Str 15 Dex 17 Con 15 Int 5 Wis 15 Cha 8
Skills Sleight of Hand +5, Stealth +7
Damage Immunities acid
Condition Immunities prone
Sensesdarkvision 60 ft, passive Perception 11
Languages
-
Challenge
2 (450 XP)
Shapechanger.
The mimic can use its action to polymorph into a single gauntlet, glove, 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 Medium 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 single gauntlet or glove.
Grappler.
The mimic has advantage on attack rolls against any creature grappled by it.
Hand in Glove.
The mimic has advantage on an attack roll against a creature if at least one of the mimic's allies is within 5 ft. of the creature and the ally isn't incapacitated. If ally is another gauntlet mimic, then the mimic's attacks have a critical hit range of 19-20 instead of 20.
Sticky Fingers.
The mimic can fashion it's own Thieves Tools. While in object form, a creature wearing the mimic has access to Thieves Tools and Advantage on Attribute tests using them.
Actions
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 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: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage.
Bonus Actions
Chew (Object Form Only).
If the mimic is worn by a creature it may make a Bite attack against that creature with Advantage.
Reactions
Why Are You Punching Yourself?.
If a gauntlet mimic within 5ft scores a critical hit against a creature within this mimic's threated area, this mimic may use it's reaction to make a Pseudopod attack.
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