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16, 12, 15, 5, 12, 8
Mimic Companion
Medium Monstrosity (Shapechanger), Unaligned
Armor Class 13 plus PB (natural armor)
Hit Points 7 + 7 times caregiver’s level (the mimic has a
number of d8 Hit Dice equal to their caregiver’s level)
Speed 30 f.
Saving Trows Dex +1 plus PB
Skills Stealth +1 plus PB
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 f., passive Perception 11
Profciency Bonus (PB) equals the caregiver’s bonus
Shapechanger. Te mimic can use their action to polymorph
into an object or back into their true, amorphous form. Teir
statistics are the same in each form. Any equipment they are
wearing or carrying isn’t transformed. Te mimic reverts to
their true form if they die.
False Appearance (Object Form Only). While the mimic
remains motionless, they are indistinguishable from an ordinary object.
ACTIONS
Bite (Signature Atack). Melee Weapon Atack: +3 plus PB to
hit, reach 5 f., one target. Hit: 1d6 plus PB piercing damage.
1st Level: Distracting Atack (2 Ferocity). Te mimic makes
a signature atack. On a hit, the atack deals its normal efects,
and the next atack made against the target before the start of
the mimic’s next turn has advantage.
3rd Level: Adhesive Pseudopods (5 Ferocity). Te mimic
atempts to touch each creature of their choice within 5 feet of
them. Each target must succeed on a DC 10 plus PB Dexterity
saving throw or be grappled (escape DC 10 plus PB).
5th Level: I’m You (8 Ferocity). Te mimic uses their
Shapechanger trait to polymorph into one Large or smaller
creature they can see within 5 feet of them, with this form
lasting until the start of the mimic’s next turn. Other than size,
the mimic’s statistics do not change. Afer transforming, the
mimic can make a signature atack against the creature whose
form they have taken, and that creature must also make a DC
10 plus PB Wisdom saving throw. On a failure, the creature
has disadvantage on atack rolls and saving throws, and atacks
against the creature have advantage, until the start of the mimic’s next turn.
BONUS ACTIONS
Wearable Companion. While the mimic is within 5 feet of
their caregiver, the mimic can cover the caregiver’s body and
take on the appearance of clothing. While wearing the mimic,
the caregiver can change the appearance of their clothing at
will (no action required) as long as they are not incapacitated,
and has advantage on Dexterity (Stealth) checks. Any atack
that hits the caregiver also hits the mimic, and vice versa, with
both taking the full damage and efect of the atack.
While worn in this way, the mimic can’t move or take actions
except to revert to their most recent form (a bonus action),
which ends the state of being worn by their caregiver. If the
mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the
mimic enters the nearest unoccupied space of their choice
16, 8, 16, 5, 10, 8
Gelatinous Cube Companion
Large Ooze, Unaligned
Armor Class 11 plus PB (natural armor)
Hit Points 8 + 8 times caregiver’s level (the cube has a number
of d8 Hit Dice equal to their caregiver’s level)
Speed 30 f.
STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 8 (−1)
Saving Trows Con +3 plus PB
Skills Stealth −1 plus PB
Damage Immunities acid
Condition Immunities blinded, deafened, prone
Senses blindsight 60 f. (blind beyond this radius), passive
Perception 10
Profciency Bonus (PB) equals the caregiver’s bonus
Flowing Form. Te cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the
same space as the cube, the caregiver can atack and interact
with creatures engulfed by the cube without harming or taking
damage from the cube.
Transparent. Even when the cube is in plain sight, it takes a
successful DC 10 plus PB Wisdom (Perception) check to spot a
cube that has neither moved nor atacked. A creature that tries
to enter the cube’s space while unaware of the cube takes 3
(1d6) acid damage and can’t enter the space.
ACTIONS
Pseudopod (Signature Atack). Melee Weapon Atack:
+3 plus PB to hit, reach 5 f., one target. Hit: 1d6 plus PB
acid damage.
1st Level: Burning Acid (2 Ferocity). Te gelatinous cube
makes a signature atack with a reach of 10 feet. On a hit, the
atack deals an extra PB damage, and a target that takes damage from the atack can’t regain hit points until the start of your
next turn.
3rd Level: Slime Shower (5 Ferocity). Te cube spins rapidly, raining a shower of sticky, acidic slime around them. Each
creature within 5 feet of the cube must succeed on a DC 10
plus PB Dexterity saving throw or take 1d6 acid damage and
have their speed reduced to 0 until the start of the cube’s
next turn. Te cube’s caregiver automatically succeeds on this
saving throw.
5th Level: Engulf (8 Ferocity). Te cube atempts to pull a
Large or smaller creature within 5 feet of them into their body.
Tat creature must make a DC 10 plus PB Dexterity saving
throw. On a failure, the target enters the cube’s space without
provoking opportunity atacks, takes PBd6 acid damage, and is
engulfed. On a success, a creature takes half as much damage,
doesn’t move, and isn’t engulfed.
An engulfed creature can’t breathe, is restrained, and takes
PBd6 acid damage at the start of each of the cube’s turns.
When the cube moves, the engulfed creature moves with
them. An engulfed creature can try to escape by taking an
action to make a DC 10 plus PB Strength check. On a success,
the creature escapes and enters a space of their choice within
5 feet of the cube.
Te cube can engulf one Large creature or up to four
Medium or smaller creatures at a time