Shapechanger. The mimic can use its action to polymorph into a gauntlet 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 creature which picks up the mimic can’t be disarmed of it unless it succeeds in a
DC 11 Strength check,
made with disadvantage. The mimic can only adhere to one creature at a time. The mimic has
advantage on attack rolls against any creature adhered to it.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary piece of armour.
Spider climb (Object Form Only). The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Wield (Object Form Only). Can be wielded. If wielded, the mimic takes its turn after the wielder (even if the wielder is unconscious) and can take the following actions:
- Attack
- Disengage
- Dodge
- Use an object (amorphous form only)
Bargain of Opportunity (When wielded). Before each of its turns, the wielder must roll a Charisma Saving Throw (
DC 12) - depending on how well the mimic is looked after, the GM may decide that this is done at advantage or disadvantage.
On a pass, the mimic acts in a way that benefits the wielder. On a fail, the mimic bites the wielder.
Armoured Bargain (When wielded). The gauntlet counts as medium armour and adds
+2 AC to the wielder.
In exchange for taking a bite attack, the wielder can also spend their
reaction to add a further
+2 bonus to their AC after hit dice are rolled and revealed. This increased AC lasts until the start of their next turn.
Critical Hit (When wielded). When you score a critical hit with a weapon held by the gauntlet, the target takes an extra
2d8 acid damage.