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Medium Monstrosity (Shapechanger), Neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18) 
Speed 15 ft.
Roll Initiative! +1
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills Stealth +5 
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
SHAPECHANGER

Shapechanger. The mimic can use its action to polymorph into an object 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)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

FALSE APPEARANCE (OBJECT FORM ONLY)

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

GRAPPLER

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions
PSEUDOPOD

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

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Realm jumpers are a unique group of individuals with the ability to jump between realms with special innate abilities without the need of a spell. They are in tune with the astral gates and are able to force them open to their desire. The bigger the door, the more magic energy is consumed. A door open for a long period of time may also consume large amounts of magic energy. 

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Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Metallic Ancestry

You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Metallic Ancestry
DragonDamage Type
BrassFire
BronzeLightning
CopperAcid
GoldFire
SilverCold

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance

You have resistance to the damage type associated with your Metallic Ancestry.

Metallic Breath Weapon

At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

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You have inexplicable luck that seems to kick in at just the right moment.

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.
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Within the town Greckas of Marktinla there lives a farmer. Alarus, is a notable farmer within the town renowned for supplying food to the Marktinla army. He confronted the crown about how livestock has mysteriously gone missing, suspected a fox or wolf to be at play. A small group of individuals just starting out within a hunting lodge was sent to the location and proceeded the hunt. However, the group failed to return on time. With no word, your group has been sent to investigate and hunt the creature.


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Session Journal

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These subtle blades can only be used by catfolk with the cat’s claws racial trait. Bought in a set of five, they fit over the wearer’s claws on one hand.

The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat’s claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.

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