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Mimic

Challenge
str
18
dex
14
con
14
int
6
wis
14
cha
8

AC 12 

HP 52 (8d8 + 16; bloodied 26)

Speed 30 ft. (15 ft. in object form)


Proficiency +2; Maneuver DC 14

Skills Stealth +4

Condition Immunities grappled , prone

Senses darkvision 60 ft., passive Perception 12

Languages


False Appearance. While the mimic is motionless, it is indistinguishable from an inanimate object.

Sticky. A creature, object, or weapon that touches the mimic is stuck to the mimic. A creature can use an action to make a DC 14 Strength check, freeing itself or an object or creature within reach on a success. The effect also ends when the mimic chooses to end it or when the mimic dies.

Telepathic Sense. A mimic telepathically senses the presence of humanoids within 120 feet and gains a mental image of any inanimate object desired by any of the creatures it senses. This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.

Water Soluble. If the mimic is splashed with at least 1 gallon of water, it assumes its true form and the DC to escape its Sticky trait is reduced to 10 until the end of its next turn.


ACTIONS

Multiattack. The mimic makes a bite attack and a pseudopod attack.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and the target is subjected to the mimic’s Sticky trait.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature stuck to the mimic. Hit: 9 (2d4 + 4) piercing damage, and the target is restrained until it is no longer stuck to the mimic. While a creature is restrained by the mimic, the mimic can’t bite a different creature.

Swallow. The mimic makes a bite attack against a Medium or smaller creature restrained by it. If the attack hits and the mimic has not swallowed another creature, the target is swallowed and no longer stuck to the mimic. A swallowed creature has total cover from attacks from outside the mimic, is blinded and restrained, and takes 5 (2d4) acid damage at the start of each of the mimic’s turns.

If a swallowed creature deals 10 or more damage to the mimic in a single turn, or if the mimic dies, the target falls prone in an unoccupied space of its choice within 5 feet of the mimic and is no longer swallowed.


BONUS ACTIONS

Shapeshift. The mimic changes its form to resemble an inanimate object of its approximate size or changes into its true form, which is an amorphous blob. Objects it is carrying or stuck to are not transformed. While shapeshifted, its statistics are unchanged. It reverts to its true form if it dies. 
 

Combat

The mimic waits in object form for a creature to touch it and then uses its bite. If a creature within 5 feet of it shows no inclination to touch it, it attacks with its pseudopod and then bites the stuck target. The mimic tries to swallow creatures it has restrained, using its pseudopod to defend itself against other assailants. If the mimic swallows a creature, it shifts to its true form and tries to escape.


Mimic Disguises

1–3 Treasure chest

4 Sack overflowing with coins

5 Gold idol

6 Throne

7 Large gold-embossed book

8 Door with a face, blocking a passage

9 Privy

10 Wine cask or beer keg


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 True to their name, mimics take the forms of inanimate objects in order to lure their prey.

DC 15 In its true form, a mimic is a mass of sticky protoplasm with a maw that can sever limbs in a single bite.

DC 20 Water dissolves a mimic’s gluey secretions and forces it to revert to its true form.

Description

Many experienced adventurers have a story about a mimic—along with a memento such as an acid scar or an irrational dislike of certain objects. Mimics are shape-shifting predators that disguise themselves as inanimate objects. Extremely cunning and with a hint of telepathic ability, mimics choose forms attractive to passers-by, such as treasure chests or sacks brimming with gold. A victim duped into touching a mimic’s adhesive skin is pulled into the creature’s gaping maw. 

Water Aversion. Water neutralizes a mimic's adhesive and shape-changing properties and reveals its true form: a blob of sticky plasma, featureless except for a toothy mouth. To avoid rain and moisture, mimics rarely venture far from dry caverns and dungeon corridors. They are especially fond of areas that are at once sparsely-inhabited and well-traveled, where they can entice a steady stream of victims with false promises of riches.
 

Signs

1 Pile of bones

2 DC 14 Perception check: dried bloodstains on the ground

3 DC 14 Perception check: footprints that approach the mimic then disappear

4 One or more inanimate objects that look exactly like the mimic

Encounters

Mimics are most common in dry subterranean environments, but they can also be found in deserts.

CR 0–2 mimic

Treasure 400 sp, 1,000 cp

CR 3–4 mirage monster ; mimic with rug of smothering ; mimic with 2 animated armors

Treasure 80 gp, half plate armor , potion of healing , 1 spear (named Velnir; reappears in the wielder’s hand when thrown)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.