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Spell Mimic

Spell Mimic

Creatures born of arcane manipulations of the shifting astral plane, Spell Mimics are distant cousins to the material plane creatures known to copy mundane items. These creatures make up for their lesser ability to copy the mundane by studying spellworks and shifting their form between planes to copy magical effects.

Hardly ever found in their unshifted, pink-grey, amorphous form, spell mimics copy simple objects of their size when not copying a spell effect. As they can only very inefficiently digest physical materials, they often lurk in places where stray magic items, magic wielders, or magical creatures can be found.

They are smart enough to value self-preservation in the face of strong opponents, preferring surprise and weakened targets. If forced back to the Astral Plane, their canny nature makes them valuable servants to spellcasters, to whom they will trade their services for a return to the material plane where prey is more plentiful.

Shapeshift: The spell mimic can take on the form of any simple, non magical object of its size. It has difficulty copying fine details or moving parts, making any disguise checks with disadvantage.

Spellshift: As an action, the spell mimic can assume the form of a spell that it knows. If its spell requires a save, its spellcasting modifier is based on charisma. A Spell Mimic can know a number of spell levels of spell equivalent to its HD. Upon gaining a new HD, it can change or modify its known spells according to spells it has witnessed.

*Material Anchor: When shifting into a spell, the spell mimic can hide some of its form on the astral plane, choosing to move some of its hit points off the material plane. Whether gaining or losing hit points, the spell mimic must maintain the same ratio of remaining to maximum hit points, rounded down. If the spell mimic loses all remaining hit points on the material plane, it loses its connection and is teleported to the astral plane.

Young Spell Mimic

2 HD (18 HP*) Size S AC 14 MOV 20 ft. ATK +4 Slam DAM (1d6+2 Bludgeoning)

Spell DC 12

STR 15 DEX 13 CON 15 WIS 9 INT 11 CHA 15

Known Spells

Sleep (1st) The spell mimic becomes a 20 ft. diameter area of faint, shimmering feathers. At the beginning of each turn, the mimic rolls 5d8. At the beginning of each creature that starts its turn in the area, if it has fewer remaining hit points than the remaining total, it falls asleep and subtracts its hit points from the total. Those creatures remain asleep until they take damage, 5 rounds pass, or they take damage. Creatures struck by its slam attack must make a Wisdom save or fall asleep as if they started their turn in the aura.

Chromatic Orb (1st) When in this form, the spell mimic chooses an elemental type and becomes a small orb of that element. The mimic’s slam attack deals 3d8 damage of the chosen elemental type, the spell mimic can move up to 30 ft as part of the attack. The spell mimic has a fly speed of 30 ft. while in this form. It has resistance to the elemental damage type chosen.

 

Adolescent Spell Mimic

5 HD (33 HP*) Size M AC 15 MOV 30 ft. ATK +5 Slam DAM (1d8+3 Bludgeoning)

Spell DC 14

STR 16 DEX 12 CON 16 WIS 9 INT 11 CHA 16

Known Spells

Fireball (3rd): Flowing its form into fire, the spell mimic becomes a corona of fire, 20 ft. in diameter. Creatures that start their turns in the space occupied by the spell mimic must make a Dexterity save or take 5d6 fire damage. The spell mimic’s slam attack deals fire damage instead of bludgeoning damage and uses its charisma modifier instead of its strength modifier. It gains vulnerability to cold and resistance to fire.

Darkness (2nd): Hiding most of its physical bulk in the astral plane, the spell mimic disperses itself into a cloud of darkness, 30 ft. in diameter. It is unaffected by this darkness. If targeted with a light spell of the same level or higher is cast on it, it takes 3d8 damage and automatically shifts back to its physical form. If it succeeds on a constitution save against the spellcaster’s save DC, it instead merely takes half of that damage and maintains its form.

 

Adult Spell Mimic

12 HD (60 HP*) Size L AC 16 MOV 30 ft. ATK +7 Slam DAM (1d10+3 Bludgeoning)

Spell DC 17

STR 16 DEX 11 CON 17 WIS 9 INT 11 CHA 18

Known Spells

Divine Weapon (4th): Taking the form of a large, blazing sword, the spell mimic forces any creature that moves within 10 ft. of itself to make a Dexterity save. It deals 10 radiant damage to that creature, or half as much on a successful save. While in this form, the spell mimic has resistance to radiant damage but vulnerability to necrotic damage.

Darkness (2nd): Hiding most of its physical bulk in the astral plane, the spell mimic disperses itself into a cloud of darkness, 30 ft. in diameter. It is unaffected by this darkness. If targeted with a light spell of the same level or higher is cast on it, it takes 3d8 damage and automatically shifts back to its physical form. If it succeeds on a constitution save against the spellcaster’s save DC, it instead merely takes half of that damage and maintains its form.

Chain Lightning (6th): The spell mimic becomes a line of ionized air and electrical charge. Instead of a slam attack, the mimic instead leaps up to 90 ft. to deal 8d8 electricity damage to a single foe, or half that much if the creature makes a Dexterity saving throw. Following that, three bolts of electricity arc to three new targets within 30 ft. of the original target, dealing the same damage to those targets, or half as much on successful dexterity saving throws. All the electrical bolts circle around their targets like snakes, only one of which is the actual spell mimic. Any damage deal to a fake spell mimic will disperse the electrical illusion. The spell mimic is resistant to electricity damage.

Elder Spell Mimic

20 HD (175 HP*) Size H AC 18 MOV 30 ft. ATK +7 Slam DAM (2d8+2 Bludgeoning)

Spell DC 17

STR 15 DEX 10 CON 19 WIS 11 INT 13 CHA 22

Known Spells

Blur (2nd): The spell mimic blurs the lines between its presence on the material plane and its presence on the astral plane, forcing its attackers that rely on sight to attack with disadvantage. It also has advantage on its attacks against the first creature it attacks each round.

Ice Storm (4th): Billowing out into a dark grey cloud, the spell mimic becomes a 20 ft. radius, 40 ft. tall cylindrical storm of blisteringly cold hail. The continually falling ice and rain deals 3d8 cold damage and 3d8 bludgeoning damage to each creature that starts its turn within the area of effect, with a Dexterity save reducing the damage taken by half. The area of effect is turned into difficult terrain. While in this form ,the spell mimic has resistance to cold damage and vulnerability to fire damage.

Cure Wounds (3rd) In this form, the spell mimic is a floating, amorphous blob of golden-white light. At the beginning of each of its turns, it regains 2d8+6 hit points. When it makes a slam attack, it may choose to have its slam attack heal that many hit points instead of deal that much damage.

Command (2nd): Taking the form of a shiny purple and gold mist, the spell mimic booms with a commanding voice that intelligent creatures hear in their native language. At the beginning of each of its turns, up to two creatures within 30 ft. can be given a verbal command. The command can either be to approach, stay still, or flee, which also forces the creature to take no other action besides moving in the most direct route. A creature that succeeds on a Wisdom saving throw is unaffected.

Confusion (4th): Shimmering, multi-colored lights swarm around the spell mimic, closing in until covering the mimic, where it disappears as the lights swarm outward. They move randomly within a 5 ft radius, causing creatures that start their turn within the area to make a Wisdom save or have a 50% chance of losing their turn.

Evard’s Black Tentacles (4th): Taking the form of a mass of black ooze, the mimic drops to the floor, spreading out to a 10ft. Radius of writhing black tentacles. The spell mimic makes a free slam attack against creatures that start their turn in its area of effect and those it strikes must make a dexterity save or be restrained until they spend an action to succeed on a Dexterity or Strength saving throw. The damage for the slam attacks is rolled with advantage.

Tag Team

A massive war chest shaped Mimic hides a Spell Mimic masquerading as a large scroll case. Opening the chest causes the inner scroll case to give off a rolling area of dim light. Taking the scroll case out of the chest will cause the Mimic and Spell Mimic to attack in tandem. The chest’s interior radiates a small amount of necrotic, conjuration, and illusory magic to those so attuned.

The spell mimic will target any obviously magical creatures or adventurers in the group, only returning to support the mimic if one or the other is having difficulties. At low health, the mimic will attempt to flee or take a submissive stance to surrender while the spell mimic will spellshift so that its death will send it to the astral plane instead of destroying it.

Young-Adult Spell Mimic

4 HD (25 HP*) Size M AC 15 MOV 30 ft. ATK +5 Slam DAM (1d8+3 Bludgeoning)

Spell DC 14

STR 16 DEX 12 CON 16 WIS 9 INT 11 CHA 16

Known Spells

-Bane (2nd level): Weakening necrotic damage in an aura of dim, whispering and mocking light. Attacks can cause you to lose a move action. The mimic is spread throughout the aura as a grey, translucent web, its slam attack replaced with slashing thorns.

-Magic Missile (2nd level): Taking the form of a handful of glowing balls of light, the mimic flies around with its swarm of force bolts, striking into its foes. Each slam attack deals unavoidable force damage of 1d4+1 damage to up to four targets, the same creature can be multiple targets. The mimic is anchored to all of the balls of force, although their erratic movement and duplicates increase the spell mimic’s AC by 1.

Young-Adult Mimic

6 HD (60 HP) Size L AC 17* MOV 40 ft. ATK +7 Slam/Bite DAM (2d6+4* Bludgeoning/Piercing)

Spell DC 14

STR 18 DEX 12 CON 19 WIS 9 INT 11 CHA 16

*Sticky Body: Melee attackers striking the mimic must make a Dexterity save, DC 13, or their weapon will become stuck until the mimic dies, releases it, or they use an action to succeed on a Strength save to pull it free. The mimic’s own melee attacks force the target to make a Dexterity saving throw or become grappled by the mimic until the mimic dies, releases them, or they use an action to defeat the mimic in an opposed grapple check. The mimic can grapple up to two creatures of its size or smaller without suffering any movement or attack penalties.

 

Other Spells

Spell Mimics are a diverse bunch and can learn variants of nearly any spell. The mimic takes the form of the area of effect for those types of spells, extending some sort of aura or visible magical effect per the spell, usually with some focal point or origination where it has its anchoring mass. Mimics always display a little illusory and conjuration magic as they shift forms, something that can help identify them, although not a sure thing as many magical objects or effects can also dabble in such things for effect or replenishing expended material components.

The spell effects will function as normal, balanced for their ability to be activated repeatedly. They generally do not have spells higher than they would be able to cast as a wizard of equivalent level.

-Evocation (Cone of Cold): Deals cold damage as if it was a swarm. The icicle laden cloud blows to a fro, exploding out in a cone each time it moves. The spell mimic’s slam attack deals cold damage instead.

-Necromancy (Animate Dead): Black smog clings low to the ground, feeling chilly and clammy. Has a chance to raise bodies it touches. Deals a small, bonus amount of necrotic damage on a slam attack.

-Illusion (Silent Image): Taking the form of a noticeably bad mirage or maybe a competent illusion depending on the impression the spell mimic intends. It hides its physical form in an unlikely place such as along the floor or unlikely part of the illusion. Unless the attacker correctly identifies where the physical form is by making a perception check against the spell DC, or the mimic hit with an attack on the previous turn, treat the mimic as invisible for the purposes of defense. Often it takes the form of terrain or illusory beasts to lunge for an attack on foes thinking they solved the illusion.

-Abjuration(Wind Wall): A mobile wall of wind moves to block and hinder the passage of the adventurers, hoping to push them into dangerous obstacles, fling back their projectiles, and beat them into submission.

-Conjuration(Animate Objects): Taking the appearance of an object itself, the spell mimic surrounds itself with numerous object minions, varying from a swarm of tiny objects to a select few larger objects, suited to taste and tactics of the mimic. Its slam attack can animate new objects to replace lost objects up to it controllable limit, however, it can also take the time to scatter itself among its animated objects to swap places with a random minion.  

-Enchantment (Dissonant Whispers): Chaotic whispers can be heard in the head of one target creature that is the first to listen to the barely audible whispers resonating through the space. They will take continued psychic damage from psychic slams and must make Wisdom saves or be forced to shout nonsense while running in a random direction, making it hard for others to hear that the spell mimic is hiding near-invisibly around the target’s shoulders, requiring a perception check versus the spell DC to see.

-Transmutation (Stone to Mud): A moving puddle of mud slinks through the stone, occasionally moving to the walls and ceiling to drop torrents of wet earth onto the party or trying to sink them into the floor by moving underneath them where it will have easy access to crush them with empowered slam attacks.

-Divination (Detect Magic): Disguised as a magic eye sweeping the area as a faint blue light shaped in a cone extending out 30 ft, the mimic is waiting patiently for a sufficiently magical meal before waiting for its prey to leave its sight to shift to another form and attack.

 

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