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Medium monstrosity · CR 2

Mimic

Armor Class12
Hit Points58 (9d8+18)
Speed15 ft.
ChallengeCR 2 (450 XP)
STR
17
(+3)
DEX
12
(+1)
CON
15
(+2)
INT
5
(-3)
WIS
13
(+1)
CHA
8
(-1)
SkillsStealth +5
Immunitiesacid
Cond. ImmuneProne
Sensesdarkvision 60 ft., passive Perception 11
Special Abilities
Shapechanger. The mimic can use its action to polymorph into an object 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 13). 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 object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
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.

Running Mimic in an encounter

As a CR 2 threat worth 450 XP, Mimic is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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