Mimic Species in Dierde | World Anvil

Mimic (/ˈmimik/)

A Deadly Deception

 
The creature retains some semblance of its disguised shape (i.e. a barrel, a chest), but has a large gaping mouth full of sharp teeth. Several yellow-orange eyes mark the area above it's mouth and tentacle-like appendages reach out from it's body.
    Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.  
Imitative Predators.
Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.   When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.  
Cunning Hunters.
Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.  
The Mighty Menagerie fought one in Jacoby Drexelhand's room under the River's Keep  

Basic Information

Anatomy

Mimics were strange predators that assumed the form of mundane furnishings and household objects in order to attract prey.  

Description

Mimics occupied a volume of approximately 15 cubic feet (0.42 cubic meters). They could assume any shape, provided that they retained the same volume. In order to most effectively lure adventurers, they most commonly took the shape of doors, chests, and other objects likely to be touched. Their skin texture and color could change to almost perfectly resemble wood, stone, metal, and other basic materials. Though the natural state of a mimic's skin was a rough speckled grey similar to granite.

Ecology and Habitats

Ecology

Although mimics were usually solitary hunters, they often shared their vast territories with other species. A meal of one or two humanoids could sustain a mimic for several weeks. They reproduced by splitting, growing to adulthood within a few years.   There were several subspecies of mimics, roughly divided into two groups: a larger, more aggressive, and less intelligent variant, known as killer mimics; and a smaller, more cunning variant known as common mimic that was capable of language and more refined combat tactics. Mimics of the second variety could disguise themselves as more ornate furnishings and were capable of negotiating and bargaining. They spoke their own language, as well as the languages of nearby communities. Intelligent mimics were known to sometimes offer information or safe passage through their territory in exchange for food.[1] More rare were the book mimics, bred in secret by the Church of Oghma since the mid-twelfth century Dale Reckoning. Book mimics were bred to envelop a book and protect it from moisture, flame, or physical damage, taking a small amount of blood from readers if no other food was to be had. Most book mimics were as smart as an unschooled human, but they could be less or more intelligent than that.   Rarely, mimics would establish large colonies, within which they could communicate telepathically with each other and with outsider mimics. Juvenile mimics born in a colony retained their telepathic abilities even away from their homes.

Behaviour

Mimics had no concerns beyond surviving and acquiring food. Although some intelligent varieties of mimics were capable of basic communication, they had no culture, no moral code, and no interest in religion. More aggressive mimics could not be reasoned with in any capacity.  

Combat

 
“ Look, when I tell you not to touch anything, I have a very good reason. Let’s just say that sometimes the dungeon bites back. ”
— Karl, a deep delver
  Mimics hunted by standing perfectly still until a creature came into contact with them. They then attacked their victims by using a powerful adhesive secretion to trap them, while also employing their strong pseudopods to attack and further restrain the creatures' movements. The adhesive, which was also a mimic's main means of locomotion, could be weakened by the application of alcohol over a few seconds, and was completely neutralized less than a minute after the mimic's death.

Additional Information

Uses, Products & Exploitation

Uses

The skin of mimics could be used as an ingredient for making polymorph self potions. Their adhesive secretions could also be sold to alchemists and their internal organs could be used in the production of perfumes or as food. Some cultures considered mimic organs tasty delicacies.

Harvesting

Instructions
Instructions: Because this creature is an Monstrosity, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Monstrosity   Skill: Nature  
DC Item Description Value Weight Expiration Crafting
5 Mimic Adhesive (vial) A mimic can secrete a strong, clear adhesive. This glue-like substance dries very fast, and must be harvested quickly. The adhesive is valued by all kinds of craftsmen. 4 gp 2 lb. 14 days -
15 Mimic Skin Strip When a mimic dies, it slowly melts into its original form, an amorphous gray blob. It is difficult to harvest even a strip of flesh from the creature, as it is like cutting through water. A mimic's natural skin is not good for making leather, but it is valued by transmutation spellcasters and those that study polymorphing. 5 gp 3 lb. 10 days -
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces 2-12 pieces of Harvested Meat, weight of 4 lb each. DC: 5, Expire: 1 day, Value: 2 sp each.   The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.

Geographic Origin and Distribution

Underdark and Urban

Perception and Sensory Capabilities

Abilities

Mimics were capable of altering the pigmentation and texture of their skins by pumping a brown pigmented fluid from internal muscular organs through surface capillary vessels. While the pigment granted them the appearance of wood, the capillaries themselves granted an appearance of wood grain. This fluid could be more readily seen in wounded mimics.   Their skins were covered with light-sensitive sensors that could detect heat out to a range of 90 feet (27 meters). These sensors were quickly overwhelmed when exposed to bright lights and could potentially even be rendered blind.

Civilization and Culture

History

Most sages agreed that mimics were artificially created by wizards to serve as protectors against treasure hunters. However, some speculated that they originated in the Far Realm.   Sometime in the 14th century DR, a mimic assumed the form of a statue in a busy market square in Waterdeep. It remained undetected for two years, feeding off stray animals and homeless humans and disposing of their bones on a nearby sewer access. The disappearances prompted an investigation that led to the death of two members of the City Watch who had prodded the statue.   Somewhat similar incident was described in The Adventures of Grin, Richard, and Wu-Wei that took place sometime before 1372 DR. A naive and overly-ambitious group of young adventurers got lost in search of a dungeon to plunder somewhere in the wilderness and after camping overnight discovered a tower just outside of their tents. The youths rushed inside eager for the adventure, only to find nothing but a bone-chilling realization that they were inside a great hungry mimic.

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 220. ISBN 978-0786965614.
  • Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast), pp. 167–168. ISBN 978-0786967025.
  • Mike Mearls, Greg Bilsland and Robert J. Schwalb (June 15, 2010). Monster Manual 3 4th edition. (Wizards of the Coast), p. 134. ISBN 0786954902.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 186. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 250. ISBN 1-5607-6619-0.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 70. ISBN 0-935696-00-8.
  • Ed Greenwood (July 1983). “The Ecology of the Mimic”. In Kim Mohan ed. Dragon #75 (TSR, Inc.), p. 6.
  • Logan Bonner, et al. (May 2012). Into the Unknown: The Dungeon Survival Handbook. Edited by Jennifer Clarke Wilkes. (Wizards of the Coast), p. 93. ISBN 978-0786960323.
  • Ed Greenwood (2014-03-04). Hulther's Mimics. Forging the Realms. Wizards of the Coast. Archived from the original on 2017-08-27. Retrieved on 2017-08-27.
  • Cryptic Studios (June 2013). Neverwinter. Perfect World Entertainment.
  • Bioware (December 2003). Designed by Brent Knowles. Neverwinter Nights: Hordes of the Underdark. Atari.
  • BioWare (September 2000). Designed by James Ohlen, Kevin Martens. Baldur's Gate II: Shadows of Amn. Black Isle Studios.
  • BioWare (June 2002). Designed by Brent Knowles, James Ohlen. Neverwinter Nights. Atari.

 
 

   
Genetic Ancestor(s)
Scientific Name
Animalia, Monstra, Bestial Mimic, Imposter (Unnatural), shapechanger, mimic
Origin/Ancestry
Monstrosity (Beast shapechanger | Mimic)
Lifespan
unknown
Conservation Status
There is no protection for such creatures, and are often hunted when discovered. Many wizards like to experiment or keep them, but in most civilized nations they are outlawed out of fear they would reproduce.
Average Weight
4,500 lb (2,000 kg)
Average Length
15 cubic feet
Related Ethnicities

5E Statistics
Mimic

 
Size Juvenile (Tiny)
Adult (Medium)
Type Monstrosity
Alignment Neutral
Challenge Rating Juvenile
Adult (2)

General Information

Vision Darkvision
Activity cycle Any
Diet Carnivore
Language(s) Common, Mimic, Undercommon
Subraces Common mimic
Killer mimic
Favored Terrain Underdark

Appearance

Average Weight 4,500 lbs.

History

First appearance Monster Manual, 1st ed.

 
See Also: Mimic on Forgotten Realms Wiki

MM, page 220. Also found in CoS; ToA; WDH; WDMM; DIP; BGDIA; RMBRE; IMR; EGW; IDRotF; CM; WBtW; KftGV. Available in the SRD.

Mimic CR: 2 (450 XP)

Medium monstrosity (shapechanger), neutral
Armor Class: 12 (Natural Armor)
Hit Points: 58 ( 9d8+18 )
Speed: 15 ft

STR

17 +3

DEX

12 +1

CON

15 +2

INT

5 -3

WIS

13 +1

CHA

8 -1

Skills: Stealth +5   Proficiency Bonus +2
Damage Immunities: Acid
Condition Immunities: Prone
Senses: Darkvision 60 ft., Passive Perception 11
Languages: --
Challenge Rating: 2 (450 XP)

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). 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). While the mimic remains motionless, it is indistinguishable from an ordinary object.   Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

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

Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.  
Imitative Predators.
Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.   When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.  
Cunning Hunters.
Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.  
“Sometimes a chest is just a chest, but don't bet on it.”  
— X the Mystic's 3rd rule of dungeon survival

Suggested Environments

Environment: Underdark, Urban Area Terrain