Old Gus Errata: Wierd West
False Appearance. While the mimic has assumed the form of another creature, it is indistinguishable from the original. Fear of Fire. If the mimic takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Shapechanger. The mimic can use its action to polymorph into a creature, or back into its true, amorphous form. Its statistics are the same in each form. The mimic can create convincing replicas of clothing as a part of its chosen form. Tendrils. The mimic can extend covered in squirming tentacles that it can grapple to anything it touches (escape DC 14). Ability checks made to escape this grapple have disadvantage.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 ( 1d10+5 ) bludgeoning damage. The mimic can
subject the target to its Tendrils trait.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
14 ( 2d8+5 ) piercing damage plus 6 ( 1d6+3 ) acid damage.
Creatures reduced to 0 hit points by the mimic have their
substance absorbed by it, and the mimic can then assume their
form using its Shapechanger trait.
Biomimetic Fluid. The mimic emits a jet of slick fluid that covers
the ground in a 15-foot diameter circle centered on a point within
30 feet of the mimic that it can see. Each creature standing in its
area must succeed on a Dexterity saving throw or fall prone. A
creature that enters the area or ends its turn there must also
succeed on a Dexterity saving throw or fall prone. The fluid
evaporates after 10 minutes.
Mutate (Recharge 5—6). The mimic roils and twists as its body
assumes a new, more advantageous shape, assuming a new form
based upon its Shapechanger trait, or assuming its true,
amorphous form.
Until the start of its next turn, the mimic resists
all damage, and can choose to succeed any saving throw it is
subject to.
At the start of its next turn, the mimic regains 2d8+6
hit points and it can choose to gain the effects of two of the
following spells without the need to concentrate on them:
enlarge/reduce, expeditious retreat, jump, spider climb. The
effects of the spells last until the mimic uses its Shapechanger trait
again.
Any body parts no longer of use to the mimic are left behind
and die.
When the mimic mutates into its true form, it also
chooses one of the following four traits:
Gaping Maw. The mimic’s bite attack becomes a 3d8 .
Carapace. The mimic a chitinous shell, thick scales or armor plates,
gaining a +2 bonus to its AC.
Acidic Fluid. Creatures who enter or start their turn inside the area
of the mimic’s biomimetic fluid take 4d6 acid damage if they
fail their saving throw, and half as much on a success. The area
is also considered difficult terrain.
Flight. The mimic grows wings, gaining a flying speed of 45 feet.
Drop Limb. The mimic loses a limb and immediately escapes a creature’s grapple or grapple attempt. Until it uses its Mutate action, it is unable to use its Pseudopod.