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Candlewax Mimic

Medium ooze (shapechanger), unaligned · CR 5

by TallowlightScribe

Candlewax Mimic
Armor Class
13
natural armor
Hit Points
82
11d8 + 33
Speed
20 ft., climb 20 ft.
  • STR +3
  • DEX -1
  • CON +3
  • INT -3
  • WIS 0
  • CHA -3
Saving Throws
Con +6
Skills
Stealth +2
Damage Vulnerabilities
Cold
Damage Immunities
Acid, Poison
Condition Immunities
Blinded, Charmed, Deafened, Frightened, Prone, Exhaustion
Senses
blindsight 60 ft., tremorsense 60 ft., passive Perception 10
Challenge 5 1,800 XP

Traits

  • False Appearance. While the mimic remains motionless, it is indistinguishable from an ordinary candelabrum, altar candle, or wax-caked sconce. A creature that examines it can discern the ruse with a successful DC 16 Intelligence (Investigation) check, and any creature that has seen a Candlewax Mimic feed makes that check with advantage.
  • Amorphous. The mimic can move through a space as narrow as 1 inch wide without squeezing, seeping between flagstones and under doors as a slow rope of warm tallow.
  • Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It prefers to wait among chandelier arms and drip on whatever passes beneath.
  • Brittle When Cooled. Whenever the mimic takes cold damage, its wax stiffens: it cannot use Guttering Flare and its speed is halved until the end of its next turn. Cold damage also prevents it from regaining its False Appearance until it spends an action reshaping itself.

Actions

  • Multiattack. The Candlewax Mimic makes two Scalding Slam attacks, or one Scalding Slam and one Sealing Grasp.
  • Scalding Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage. The mimic lashes out with a pseudopod of near-molten tallow. A creature hit by this attack takes an extra 3 (1d6) fire damage from clinging wax, and any nonmagical cloth or rope it wears or carries is coated and must be scraped clean before it can be used again.
  • Sealing Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be grappled and restrained, taking no damage on a successful save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The mimic pours itself over a creature and hardens. On a hit the target is grappled (escape DC 14) and, while grappled this way, is restrained and cannot speak or cast spells with verbal components, its mouth sealed with cooling wax.
  • Guttering Flare (Recharge 5-6). The wick buried in the mimic's mass flares white-hot. Each creature in the area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in a 15-foot cone must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. Unattended flammable objects in the area ignite.

Bonus Actions

  • Reshape. The mimic collapses and re-forms into the shape of a candelabrum, sconce, or heap of altar candles, immediately regaining the benefit of False Appearance. It cannot use Reshape on a turn in which it took cold damage.

Reactions

  • Spitting Wax. Trigger: When a creature the mimic can sense hits it with a melee attack while within 5 feet of it. Pressurised tallow bursts from the wound. The triggering creature must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage and have its next attack roll before the end of its next turn made with disadvantage as wax cools across its hands.

Origin Story

The Candlewax Mimic is a CR 5 ooze for D&D 5e — a mimic variant that hunts by candlelight rather than by treasure chest. The first were not born but rendered: temple chandlers in the drowned diocese of Sarn Vell boiled the fat of things that should not have been rendered, and the tallow remembered being alive. A Candlewax Mimic looks exactly like a branched candelabrum, a votive stand, or a wax-caked wall sconce, right down to guttering flame and cold drips down its stem. It waits for someone to reach for the light. Because adventurers carry torches into dark places and instinctively trust a lit candle to mean safety, this homebrew monster turns a party's own need for illumination into the trap — making it an ideal low-to-mid level dungeon ambush for any 5e campaign.

Habitat and Ecosystem

Candlewax Mimics infest places that burn a great deal of wax and ask few questions about where it came from: cathedral crypts, ossuaries, guildhall archives, opera houses, and the deeper libraries where open flame is forbidden and therefore everywhere. They need warmth to stay pliable, so they colonise rooms with braziers or hypocausts and grow sluggish in cellars and icehouses. A mature mimic will cultivate its ecosystem deliberately, sparing the servants who replace its candles and consuming only strangers, so that a chapel may keep one for a century without ever noticing that the eastern sconce is never the one that needs trimming.

Behavior Patterns

It is patient in the way that only a mindless thing can be. A Candlewax Mimic will hold a pose for months, burning genuine wick and genuine wax at genuine cost to itself, because the flame is the lure. It strikes when a creature comes within reach and turns its back or its attention elsewhere — reaching for the candle, reading by it, lighting a taper from it. It does not pursue beyond its room; if prey flees, the mimic re-forms, relights, and waits. Fire does not frighten it. Cold does: a mimic that takes cold damage stiffens and fights clumsily, and one driven into a cold room will usually break off and try to seep somewhere warm.

Interaction Guide

Players almost always meet this monster by touching it. Describe the candle before the fight: mention that the flame does not flicker when the door opens, or that the wax has run upward. A party that notices gets a free round. Once engaged, the mimic is a grappler that punishes casters — Sealing Grasp shuts a mouth, which makes it a genuine threat to a lone wizard and a fair puzzle for the rest of the party. Cold damage of any kind is the intended counter, so it rewards a prepared druid or a flask of alchemical frost. It carries no hoard beyond the fittings it has swallowed, and a group that beats one usually walks away with about 40 gp in silver sconce parts and a permanent distrust of chandeliers.

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