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Parasol Mimic




They seemed an easy enough target, this sophisticated villain with more style than sense. They were well known for carrying an umbrella everywhere they went but not a sword. That should have been your first clue, friend. When blades were pulled and spells reddied that shade spread wide deflecting your alpha strike. Tentacles spread from under the umbrella's hood like a jellyfish, wrapping around the wizard, sickening them, holding them tight until SNAP the umbrella bit off their head. Then without more than a salute, off the villain floated on their monstrous accessory. Oh well, better luck next time.


The parasol mimic is an odd creature, certainly. It prefers the shape of an umbrella, and that's not really very strange at all. Certainly, it can predict the weather, shrug off cold rain, and tug its owner - or meal- into the sky. All of this makes it more than the average mimic and points to some manner of arcane manipulation. However, it feels a strong kinship with jellyfish as well due to its preferred shape with pseudopods extended. To that end, it has blended the sea-bound danger into its abilities. Not only can the parasol mimic fly, but it can swim. Not only do it tendrils stick to the skin, but smear it with a contact poison. It can even breathe both air and water. Given this and its predilection to defend favored humanoids, more than a few posh members of society find it the perfect companion and bodyguard.

Parasol Mimic

Small Monstrosity (shapechanger), neutral

Armor Class 16 (natural armor)

Hit Points 54 (12d6 + 12)

Speed 15 ft

Fly 20ft(hover)

Swim 15 ft

Str 20 Dex 16 Con 13 Int 5 Wis 13 Cha 8

Skills Stealth +7

Damage Resistances cold

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft, passive Perception 11

Languages -

Challenge 3 (700 XP)

Shapechanger.

The mimic can use its action to polymorph into a parasol, an umbrella, 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 15). Ability checks made to escape this grapple have disadvantage.

Amphibious.

The mimic can breathe air and water.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary parasol or an umbrella.

Grappler.

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

Popping Off (Object Form Only).

Whenever the mimic flies or swims, creatures it is grappling of Medium size or smaller move with it.

Weathervane.

When outside, the mimic may spend 1 minute studying the weather and make an accurate prediction for the next 8 hours.

Actions

Multiattack.

The mimic makes two psuedopod attacks.

Pseudopod.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. In addition, a creature must succeed on a DC 11 Constitution save or be Poisoned for the next minute. If a creature fails this save by 5 or more, it is Paralyzed instead. An affected creature may repeat this save at the end of each of its turns with the effect ending on success. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) acid damage. Melee Weapon Attack: +7 to hit, reach 0 ft., all targets in the swarm's square. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) acid damage.

Reactions

Throwing Shade.

As a reaction, the mimic concentrates its armor in one spot and spreads it in an umbrella shape to protect a creature within 5 feet that has just been attacked, adding +3 to that creature's AC until the end start of the mimic's next turn.

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