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Lift Mimic




Dungeons always surprise you, don't they? There's always some quirk baked in by its maker. Sometimes it's as complex as teleportation pads but in this particular complex, it's mechanical lifts. These small boxes use pulleys, gears, and ropes to convey small groups up and down levels. While it's made movement for your party quick and easy, it's also moved roaming monsters about. Hell, this most recent lift found spit-out moist living skeletons. As if living skeletons weren't bad enough on their own. But, it was time to move to the next level so in the party went. Only for the lift doors to sprout teeth to chomp him down, then tendrils to lash out at the rest of the party. Roll for initiative!


An unusual mimic indeed, this monstrosity's origins start as they often do with a meddling wizard. In this case, the mad spellcaster came across the idea while crafting a dungeon to hide his treasures. He's already come up with lifts, well tortured an artificer to come up with the idea, and installed them through the complex. It made moving treasure and the various beasts he seeded in the dungeon easy. However, he needed some trapped versions as well. He molded a mimic to do just that and discovered it could store the bones of its victims and then spit them back out to menace intruders. The wizard was giddy about that... not so giddy though when his bones ended up in one of the batches.

Lift Mimic

Large Mimic (shapechanger), neutral

Armor Class 15 (natural armor)

127 (15d10 + 45)

Speed 15 ft

Climb 15 ft

Str 22 Dex 11 Con 16 Int 7 Wis 16 Cha 12

Saving Throws Str +9

Skills Stealth +6

Damage Immunities acid

Condition Immunities prone

Sensesdarkvision 60 ft., passive Perception 13

Languages -

Challenge 5 (1,800 XP)

Shapechanger.

The mimic can use its action to polymorph into a lift 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 17). Ability checks made to escape this grapple have disadvantage.

Dumb Waiter.

The mimic had advantage on Intelligence and Wisdom saves.

False Appearance (Object Form Only).

While the mimic remains motionless, it is indistinguishable from an ordinary a crystal orb on a pedestal.

Grappler.

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

Going Up.

When the mimic moves, all creatures grappled by it move with it as well and the mimic does not suffer the usual halved speed.

Actions

Pseudopod.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 4 (1d8) acid damage.

Dead Lift (1/long rest) Object Form Only.

The mimic opens up and disgorges mismatched skeletons of its victims. This generates 1d4 skeletons that are friendly to the mimic. These skeletons exist for 1 minute or until they are reduced to 0 hit points.

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