This creature uses your spell casting, and can cast a spell equal to half your level (Rounded up)
False Appearance: While the mimic hat remains motionless and isn't distinguished as a hat, it is indistinguishable from an ordinary hat. Item Devour: The mimic hat can consume small items, such as coins, gems, or other small objects. As an action, the mimic hat can attempt to consume an item within 5 feet of it. If the item is being held by a creature, that creature must succeed on a DC Strength saving throw or have the item consumed by the mimic hat. While the item is eaten, the mimic hat can use its action on its turn to activate or use the properties of the consumed item. If the item requires an attack roll or a saving throw, use the mimic hat's statistics for the roll. The mimic hat can hold and use the consumed item for up to 1 hour, after which the item is regurgitated and falls to the ground. If the mimic hat consumes a magical item, it gains the benefits of that item for the duration, but the effects do not stack if the hat consumes multiple magical items. The mimic hat can only consume one item at a time. Relentless Dash (Three): You can take the Dash action as a bonus action.
Pseudopod: Melee Weapon Attack: 4 + PB, reach 5 ft., one target. Hit: 1d4 bludgeoning damage. Devour Intellect (Prof/Day): The mimic hat targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC Intelligence saving throw or take 2d10 psychic damage. On a failed save, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0 until the end of the creature's next turn. The target is stunned until it regains at least one point of Intelligence. The mimic hat gains temporary hit points equal to the psychic damage dealt by this ability. Bite. Melee Weapon Attack: 3+PB to hit, 5ft reach. Damage: D6+PB piercing Punch (Three). Melee Unarmed Attack: 3+PB, 5ft reach. Damage: 2d6+pb bludgeoning