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Sentinel

4 Level (0/6500 XP for level-up) Background Mimic Race / Species / Heritage True Neutral Alignment
Mimic
Level 4
Hit Dice: 4/4
1d8+4 Class 1

STR
13
+1
DEX
14
+2
CON
18
+4
INT
13
+1
WIS
10
+0
CHA
11
+0
98
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
25 ft., climb 25 ft.
Speed (walk/run/fly)
10
Passive Perception
Conditions: Prone
/ Damage: Acid

Immunities
The mimic makes two attacks: / One with its bite.
One with its trigger attack.

Multiattack
(When wielded) / The mimic allows the wielder to do a melee attack with the weapon held by Sentinel.
Trigger Attack
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+6 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+3 Deception CHA
+1 History INT
+0 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +5 STR
 
  • Melee Weapon Attack: reach 5 ft., one target.
  • 1d10+2 piercing damage plus 2d10 acid damage.
Attacks
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.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Senses: Darkvision 60 ft., passive Perception 11
Languages: can read and understand Common, but can’t speak.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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