In which, we peruse a selection of magical and mundane gear appropriate for the questing adventurer during the mimic incursion.
Something about destruction and upheaval spurs the imagination and triggers innovation. A mage, dwelling in a city dragged into the hells, suddenly has all manner of reasons to invent items that work well against fiends. Similarly, the cleric looking out on a quaint countryside road, seeing an army of undead, feels a great motivation to create blessed weapons. And so, those who find themselves in the middle of an invasion of mimics quickly develop new magical items and equipment.Â
Adhesive Whip
Weapon (whip), rare (requires attunement)
This length of flesh extends from an ornate, wooden handle. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can use a bonus action to mentally command it to wrap around the target, grappling it.
A grappled target (escape DC 15) is restrained and has disadvantage on Strength checks and Strength saving throws. You can’t attack another target with the whip if you are grappling a creature.
In addition, as part of an action or movement, you can mentally activate the adhesive property of the whip to adhere to or break away from an object. When the whip is adhered to an object, it can hold up to 200 pounds before breaking away.
Alkaline Censer
Wondrous item, uncommon
This magical censer is perforated with small holes and hangs from a short length of decorative chain. When you swing the censer through the air, it releases a faint cloud of chalky powder in a 20-foot radius that moves with you. All creatures within this radius gain resistance to acid damage as long as you use an action each round to continue to swing the censor.
Chew-Resistant Armor
Armor (any medium or heavy), common
This armor features reinforced strips of leather, metal bands, and chain mail. While you’re wearing it, you have resistance to piercing damage from Bite attacks.
Escape Artist’s Cape
Wondrous item, rare (requires attunement)
A pattern of decorative swirls lines the inside of this well-made cape. As a reaction to being grappled, you can teleport to an unoccupied space you can see within 10 feet. This property of the cape can’t be used again until you finish a short rest.
Oleaginous Elixir
Potion, uncommon
This amber liquid feels unnaturally slick. The elixir can coat one Medium creature. Applying the elixir is an action (if thrown or poured). For 1 hour, the coated creature loses any adhesive traits but gains advantage on any escape checks. Other creatures grappled by the coated creature gain advantage on escape checks.
If thrown to the ground, the elixir functions like a grease spell but only covers a 5-foot-square area.
Shifthunter’s Blade
Weapon (any sword), rare
This stylized blade has an edge bound in a silvery metal. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
On a successful hit, a creature not in its true form must succeed on a DC 12 Wisdom saving throw or be forced to return to its true form until the beginning of your next turn. A creature that succeeds on the saving throw is immune to the power of the shifthunter’s blade for 24 hours.
Wand of Mimic Creation
Wand, rare
This narrow length of alder wood has a green gem on one end and a red gem on the other. This wand resembles a wand of mimic detection in every way, and its true nature can’t be discerned except by the use of an identify spell or higher magic. The wand has 3 charges. While holding it, you can expend 1 charge as an action to cause one of the two following results:
- If the wand detects the presence of any monstrosity not in its true form within 30 feet of you, the red gem glows.
- If the wand does not detect any monstrosity not in its true form within 30 feet of you, the green gem glows.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The wand regains 1d3 expended charges daily at dawn.
Curse. This item is cursed. On its first use of the day, there is a 10% chance that instead of detecting a mimic, the wand’s red gem glows and turns an appropriately sized object within 30 feet into a mimic for 10 minutes. The wielder is unaware of the wand’s action. If a mimic was created, the curse remains viable for the entire day, and each subsequent use during the same day increases the curse chance by 10%.
Wand of Mimic Detection
Wand, uncommon
This narrow length of alder wood has a green gem on one end and a red gem on the other. The wand has 3 charges. While holding it, you can expend 1 charge as an action to cause one of the two following results:
- If the wand detects the presence of any monstrosity not in its true form within 30 feet of you, the red gem glows.
- If the wand does not detect any monstrosity not in its true form within 30 feet of you, the green gem glows.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The wand regains 1d3 expended charges daily at dawn.
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Next Time: We shall surely recoil in horror at ever greater mimical horrors unleashed by the Mimic Moon!