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Amphora Mimic




For many, a cache of rare elvish wines might not be much of a treasure at all, but your party knew they had a gold mine on their hands. Not only would they fetch a high price with collectors, they likely would provide a damn fine drink or two. A debate broke out on if it was worth cracking open an amphora. Strangely, many of the party started acting as if they were already deep in their cups. Disagreements turned to heated arguments and you reached for the nearest amphora to start pouring hoping it would calm everyone down. The jug swallowed its cork and teeth filled the hole in its place. While your companions are swinging at one another, you've got an entirely different fight on, well, in your hands. Roll for initiative.


This ancient, but rare, breed of mimic's origins are lost in myth. Some claim that a foolish elven god of revelry wanted to prove that he could make anything drunk and things went too far. Another that spiteful dwarves bred these monstrosities to hide among their stashes to deal with would-be thieves. Some believe they are merely mimics who wanted wine with their dinner. Nevertheless, their ability to instill drunkenness and many of the foibles that come with it in their victims make amphora mimics a dangerous threat. That's not even talking about the ones corrupted by necromancers, but that's a mimic for a different Monday.

Amphora Mimic

Small Mimic (shapechanger), neutral

Armor Class 14 (natural armor)

58 (9d6 + 27)

Speed 15 ft

Str 14 Dex 16 Con 16 Int 6 Wis 13 Cha 14

Skills Stealth +7

Damage Resistances poison

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 decorative amphora 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 a decorative amphora.

Grappler.

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

Pink Elephants and Ale Goggles.

The mimic can innately cast Minor Illusion (spell save DC 12), requiring no material components. Its innate spellcasting ability is Charisma. Intoxicated creatures suffer disadvantage against this illusion.

Actions

Pseudopod.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Fighting Words.

The mimic targets an Intoxicated creature it can see within 30ft. That creature must succeed on a DC 12 Intelligence save with disadvantage or become enraged with the closest creature to it and attack it until the end of its next turn.

Bonus Actions

Be Merry! (Object Form Only).

The mimic invests the sensations of intense intoxication on a creature that they can see within 60ft. The creature must succeed on a DC 12 Wisdom save or suffer the following effects for the next minute:

Halve their speed

Disadvantage attacks and checks involving Dexterity

Disadvantage on Concentration checks

Disadvantage on all saves against Charm effects

Advantage on all saves against Fear-based effects


A creature repeats this save at the end of each of its turns, with the effect ending on success. Creatures that are immune to poison are immune to this action.

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