Imagine a mimic colony that creates entire airplanes and airports, then flies things to places in exchange for meat. "Welcome to mimic airlines, please stow your carrion under the seat."
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Or one that pretends to be the floor next to a chest and eats adventurers feet when they investigate the chest.
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Not likely, on the grounds that a lot of the art I use(d) isn't original, and it would involve an amount of compiling and formatting I'm not interested in doing. The mimics are all available in the Homebrew section here at D&DBeyond, however.
Squidboy84 left a comment on the Dungeon Master mimic requesting the Tower Terror Mimic I've had listed but didn't do anything with since I first started this thread in 2018. So, I done did a thing.
When all is said and done, I designed this particular mimic based on two concepts: accelerated drop tower rides (such as the Disney Tower of Terror ride; which also inspired the name) and tower defense games.
Shapechanger. The mimic can use its action to polymorph into a tower or turret, 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 creature adhered to the mimic is also grappled by it (escape DC 18). 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.
Feculent Foundations. The ground in a 10-foot radius around the mimic is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 18 Strength saving throw or be subjected to the mimic's Adhesive trait.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Constitution (+9 to hit with spell attacks). The mimic can innately cast the following spells, requiring no material components:
Towering Terror. Any enemy outside the mimic that starts its turn within 60 feet of it must succeed on a DC 18 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this mimic's Towering Terror for the next 24 hours.
Actions
Multiattack. The mimic makes three pseudopod attacks, each of which it can replace with one use of Drop.
Pseudopod.Melee Weapon Attack: +10 to hit, reach 30ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite.Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 13 (3d8) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be swallowed by the mimic. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 21 (6d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall pronein a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Drop. One Large or smaller object held or creature grappled by the mimic is lifted up to 60 feet into the air and dropped into an unoccupied space within 5 feet of the mimic. At the end of a fall, the target takes 3 (1d6) bludgeoning damage for every 10 feet it fell. The creature lands prone, unless it avoids taking damage from the fall, and is subjected to the mimic's Feculent Foundations trait, unless it can avoid landing in an affected space. If the target falls atop another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tower Defense (Recharge 5–6). The mimic uses one of the following tower defense options.
Barrage. The mimic fires a barrage arrow-like quills in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one.
Volley. The mimic fires a volley of arrow-like quills at nearby targets. Each creature within 20 feet of the mimic must make a DC 17 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one.
Description
Ghost stories abound in regards to old abandoned towers. Be it a watchtower, a still-standing turret from a long-fallen castle, or perhaps the former home of a powerful wizard, these places tend to draw the imagination and the curious adventure-seekers who follow it.
Many a youngster is told to stay clear of the old tower on the hill. The combination of great height, foolhardy youth, misplaced confidence, and aging masonry is nightmare enough for most parents. But sometimes, the doom these towers hold is far more sinister than a brush with falling stones or a swift practical physics lesson on gravity.
Some of these towers are alive. And they are always hungry.
Whether the machinations of a wizard in need of extra defenses or the result of natural adaptation to fill an evolutionary niche, a tower terror mimic is a living fortress perfectly designed to fend off or prey upon any creatures that encroach upon its territory.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
This thread/project began in 2018, and after hitting it pretty hard for a long time, I began to lose steam. Add to that changes in my life situation, I was obligated to shift my Mimicromicon project into a backburner status. Backburner, but not closed: I still come up with a new one every so often (or make good on one I'd previously promised when sufficiently poked).
I was not involved in Mage Hand Press's supplement: but am happy to see someone else is out there sharing the mimic love (with nicer resources and outlets for said sharing to boot). After all, I've said it before: I am not the first to think of the idea, and won't be the last. I just happen to be the one obsessing over mimics (and sharks) here on D&D Beyond.
This thread/project began in 2018, and after hitting it pretty hard for a long time, I began to lose steam. Add to that changes in my life situation, I was obligated to shift my Mimicromicon project into a backburner status. Backburner, but not closed: I still come up with a new one every so often (or make good on one I'd previously promised when sufficiently poked).
I was not involved in Mage Hand Press's supplement: but am happy to see someone else is out there sharing the mimic love (with nicer resources and outlets for said sharing to boot). After all, I've said it before: I am not the first to think of the idea, and won't be the last. I just happen to be the one obsessing over mimics (and sharks) here on D&D Beyond.
Nice to know it’s not dead, your homebrew is incredible. You don’t have a lot, but it’s some of the best I have ever seen.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
We can't always have Inspiration friends, know when anything new comes up we will have us a good read, then maybe we will have Inspiration once again! But don't forget to write down ideas! Point form, small description sentences, never be without a scribe! nothing worse then forgetting an amazing idea because you couldn't write it down.. ( talk from exp.. truly not fun.. )
SensesDarkvision 60 ft., Tremorsense 120 ft. (while motionless in object form), Passive Perception 13
LanguagesCommon, Telepathy 120 ft.
Challenge15 (13,000 XP)
Proficiency Bonus+5
Shapechanger. The mimic can use its action to polymorph into a building by drawing its eyes, pseudopods, and teeth into its body, or back into its true form by extending them again. It can also polymorph its interior into fully furnished rooms, or revert such furnishings back into its interior's 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. If cleaned out thoroughly, the mimic’s shell can be converted into a dwelling.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 19). Ability checks made to escape this grapple have disadvantage. The mimic can excrete, cease excreting, or dissolve its adhesive at will.
Damage Threshold (10): An attack must inflict at least 10 damage to harm the mimic, otherwise, the mimic takes no damage. If an attack deals 10 damage or more, the mimic takes the damage as normal.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary building.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Constitution (spell save DC 18). The mimic can cast any at-will spell it knows as either an action or as a bonus action. The mimic can innately cast the following spells, requiring no material components:
Siege Monster. The mimic deals double damage to objects and structures.
Actions
Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite.
Pseudopod.Melee Weapon Attack: +11 to hit, reach 20ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is Huge or smaller, it is is grappled (escape DC 19) and the mimic can pull the creature up to 15 feet towards itself. Until this grapple ends, the target is restrained, and it must succeed on a DC 19 Constitution saving throw at the start of each of the mimic's turns or take 19 (2d12 + 6) bludgeoning damage, or half as much damage on a success. When the mimic moves, all creatures it has grappled move with it. The mimic has four pseudopods, each of which can grapple only one target.
Bite.Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 14 (4d6) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw. On a success, the creature can choose to remain where it is or to enter the mimic's interior. On a failure, the creature is swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 35 (10d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Lock Down The mimic drops any creature creature grappled by its pseudopods, retracts into its shell, then shuts and locks its doors and windows. While the mimic is locked down, it gains a +8 bonus to it AC against all attacks made from outside of it, and any door or window in or on its body is affected as it would be by an arcane lock spell. While it is locked down, the mimic can't attack with its bite or pseudopod, but may continue to take other actions and lair actions as normal. The mimic can end this effect as a bonus action.
This effect ends automatically if the mimic dies, is subjected to the knock spell, or a creature swallowed by the mimic causes it to regurgitate.
Reactions
Lock Down. When an attack reduces the mimic to half its total hit points or less, it can use its Lock Down action. Once the mimic has used this reaction, it can't do so again until it finishes a short rest
Legendary Actions
The mimic can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mimic regains spent legendary actions at the start of its turn.
Speedy Service. The mimic directs its colony to move. Each other mimic inside the house hunter mimic can use its reaction to move up to its speed.
Good Eating (Costs 2 Actions). The mimic bids its colony to feed. Each other mimic inside the house hunter mimic can use its reaction to make a bite attack against a creature it can reach.
Description
The Patient Mimic Inn is a joke.
Literally.
Everyone has heard the gist of it. It's the one about an adventurer goes in somewhere — a tavern or maybe a dungeon — only to discover that everything is a mimic.
It starts with the first object the adventurer touches revealing itself to be a mimic. In a panic, the adventurer reaches for something to attack the mimic, and finds that object too is mimic. And so that joke goes with the adventurer interacting with more and more objects as they desperately try to escape the situation, each revealed to be another mimic.
It is an absolutely absurd scenario, which is why the joke is funny. It is also why no one believes such a scenario is actually possible.
That is, of course, until you find that the joke's on you.
The very fact that people laugh at the idea of its existence is, ironically, what perpetuates the Patient Mimic's existence and allows it to be such a successful superorganism.
The Patient Mimic is, in fact, an enormous mimic colony incorporating a house hunter mimic. The house hunter provides shelter, protection, and transportation for its colony, while the other members typically work together to entice and capture prey.
Lair and Lair Actions
A Night at the Patient Mimic Inn
An encounter with the Patient Mimic Inn is in reality an encounter with a mimic colony. However, unlike the encounter described in Tasha's Cauldron of Everything, where the mimic colony is treated as a single creature representing a collective of individuals, the Patient Mimic colony should employ as many individual mimic stablocks as possible, preferably introducing a new stablock anytime a character interacts with an object of any kind. The statistics provided above are for the Gargantuan house hunter mimic who serves as the colony's host and the final mimic encounter which is revealed if/when the party escapes from the never-ending tide of mimics within. Further statistics are provided below to represent mimics of Tiny to Large size to suit the size of objects and furniture characters interact with that are revealed to be mimics.
The both the colony as a whole and the individual host house hunter mimic have their own lair actions, and both can use one lair action each round. The order in which they take their individual lair actions is fluid, and can be interchanged.
On initiative count 20 (losing initiative ties with other creatures), the mimic colony takes a lair action, causing one of the following effects; the mimic colony can’t use the same effect two rounds in a row:
The mimic colony chooses up to three creatures within 300 feet of it. Each target must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until initiative count 20 on the following round, as pieces of the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration.
The mimic colony uses the Help action, aiding a creature of its choice within 300 feet of it.
The mimic colony chooses up to three creatures within 300 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) acid damage, as orifices appear on surfaces in the environment and launch caustic spittle.
The mimic colony chooses a cube of nonmagical, inanimate material in physical contact with it. The cube can be up to 15 feet on a side. The colony reshapes that material however it likes. This transformation lasts for 1 hour.
On initiative count 20 (losing initiative ties with other creatures), the house hunter mimic takes a lair action to cause one of the following effects; the house hunter mimic can’t use the same effect two rounds in a row:
Form Eyestalk. One eyestalk protrudes from a surface within the house hunter mimic. An eyestalk is a Small monstrosity with AC 17, 15 hit points, the house hunter's ability scores, traits, and senses, and a walking speed of 0 feet. An eyestalk can be killed by normal means. The mimic can sense what the eyestalk senses. Killing an eyestalk deals 15 damage to the mimic.
Form Pseudopod. Up to two pseudopods extrude from surfaces within the house hunter mimic. A pseudopod is a Medium monstrosity with AC 17, 25 hit points, the house hunter's ability scores and traits, and a speed of 15 feet. A pseudopod cannot move out of the room it was formed in. A pseudopod uses the mimic's pseudopod attack, but with a range of 10 feet, pulling a target 5 feet on a hit, and deals only half damage. A pseudopod can be killed by normal means. Killing a pseudopod deals 25 damage to the mimic. When a pseudopod is killed, the mimic automatically grows two new ones to replace any destroyed ones on the next initiative count 20, which appear in the same room as the pseudopods they replace.
FormMaw. One wall located inside the house hunter mimic forms a maw. A maw is a Large monstrosity with AC 17, 35 hit points, the house hunter's ability scores and traits, and a speed of 15 feet. A maw can only move along vertical surfaces attached to the house hunter mimic. A maw can use the mimic's bite attack, but deals half damage, or cast acid splash as a 17th-level spellcaster (spell save DC 18, 4d6 acid damage). A maw can be killed by normal means. Killing a maw deals 35 damage to the mimic.
Pseudopod Attack. Each pseudopod inside the mimic moves up to its speed, following a pseduopod's movement rules, and makes an attack against one creature within range. If there is no eyestalk in the same room the pseudopod occupies, a pseudopod attacks with disadvantage.
Maw Attack. Up to three maws inside the mimic move up to their speed, following a maw's movement rules, and make a bite attack or cast acid splash against one creature within range. If there is no eyestalk in the same room a maw occupies, a maw's bite attack has disadvantage and a target of a maw's acid splash has advantage on its saving throw.
Collapse (Recharge 6). The house hunter mimic completely collapses one room that contains none of its allies inside it. Each creature in that room must succeed on a DC 19 Strength or Constitution saving thrown (target's choice), taking 52 (8d12) bludgeoning damage and is swallowed by the mimic on a failed saving throw, or half as much damage without being swallowed on a success. Eyestalks, maws, and pseudopods are immune to damage dealt by this action, and are not swallowed.
Everything's a Mimic
Supplemental statblocks for mimics from Tiny to Large size are provided below.
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 Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 11). 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
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4)acid damage.
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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC 12). 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: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.
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.
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 creature adhered to the mimic is also grappled by it (escape DC 16). 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
Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite.
Pseudopods. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) acid damage.
im gonna need to know where i can access this guide when complete
Imagine a mimic colony that creates entire airplanes and airports, then flies things to places in exchange for meat. "Welcome to mimic airlines, please stow your carrion under the seat."
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
you look up in the sky there are only two stars out tonight, kinda like-- wait they are eyes!!!!!
i present to you the sky mimic can take the form of clouds , the night sky , and storms
joined the cult of dino
the summoner of banana demons
Current projects; THE CURSED TABLE OF CURSES link here ---> https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/98459-the-cursed-table-of-curses
current threads; movie-discrediter, the book of knoledge, ninjago fan club, insecurities-be-damned by the way these are links
joined the cult of dino
the summoner of banana demons
Current projects; THE CURSED TABLE OF CURSES link here ---> https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/98459-the-cursed-table-of-curses
current threads; movie-discrediter, the book of knoledge, ninjago fan club, insecurities-be-damned by the way these are links
I edited that image a few years ago. It, along with the accompanying statistics for the storm stalker mimic appear earlier in this thread (post #10 on the first page).
Come to think of it, my photoshopping skills have come a long way since 2018. I might take another crack at the pic in the future.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Hate to nitpick, but it should be 'Foreword', not 'Forward'.
Yep: it should be.
Fixed.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Here's an idea for another mimic that has adapted to adventurers attacking chests: the hermit crab mimic.
It wears a real chest as a shell that it can retreat into and looks like a pile of gold inside the chest!
Or one that pretends to be the floor next to a chest and eats adventurers feet when they investigate the chest.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Not likely, on the grounds that a lot of the art I use(d) isn't original, and it would involve an amount of compiling and formatting I'm not interested in doing. The mimics are all available in the Homebrew section here at D&DBeyond, however.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Coin Mimics, ingot mimics, crown mimic, circlet mimic, glove mimcs, bed-pan mimic, void slime mimic, dragon mimics, lever mimic, switch mimic, button mimic, mimic the traveling item dealer!
Squidboy84 left a comment on the Dungeon Master mimic requesting the Tower Terror Mimic I've had listed but didn't do anything with since I first started this thread in 2018. So, I done did a thing.
When all is said and done, I designed this particular mimic based on two concepts: accelerated drop tower rides (such as the Disney Tower of Terror ride; which also inspired the name) and tower defense games.
Shapechanger. The mimic can use its action to polymorph into a tower or turret, 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 creature adhered to the mimic is also grappled by it (escape DC 18). 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.
Feculent Foundations. The ground in a 10-foot radius around the mimic is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 18 Strength saving throw or be subjected to the mimic's Adhesive trait.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Constitution (+9 to hit with spell attacks). The mimic can innately cast the following spells, requiring no material components:
At will: acid arrow
Towering Terror. Any enemy outside the mimic that starts its turn within 60 feet of it must succeed on a DC 18 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this mimic's Towering Terror for the next 24 hours.
Multiattack. The mimic makes three pseudopod attacks, each of which it can replace with one use of Drop.
Pseudopod. Melee Weapon Attack: +10 to hit, reach 30ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 13 (3d8) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be swallowed by the mimic. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 21 (6d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall pronein a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Drop. One Large or smaller object held or creature grappled by the mimic is lifted up to 60 feet into the air and dropped into an unoccupied space within 5 feet of the mimic. At the end of a fall, the target takes 3 (1d6) bludgeoning damage for every 10 feet it fell. The creature lands prone, unless it avoids taking damage from the fall, and is subjected to the mimic's Feculent Foundations trait, unless it can avoid landing in an affected space. If the target falls atop another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tower Defense (Recharge 5–6). The mimic uses one of the following tower defense options.
Barrage. The mimic fires a barrage arrow-like quills in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one.
Volley. The mimic fires a volley of arrow-like quills at nearby targets. Each creature within 20 feet of the mimic must make a DC 17 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one.
Description
Ghost stories abound in regards to old abandoned towers. Be it a watchtower, a still-standing turret from a long-fallen castle, or perhaps the former home of a powerful wizard, these places tend to draw the imagination and the curious adventure-seekers who follow it.
Many a youngster is told to stay clear of the old tower on the hill. The combination of great height, foolhardy youth, misplaced confidence, and aging masonry is nightmare enough for most parents. But sometimes, the doom these towers hold is far more sinister than a brush with falling stones or a swift practical physics lesson on gravity.
Some of these towers are alive. And they are always hungry.
Whether the machinations of a wizard in need of extra defenses or the result of natural adaptation to fill an evolutionary niche, a tower terror mimic is a living fortress perfectly designed to fend off or prey upon any creatures that encroach upon its territory.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Very good.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Someone talking about me?
Do you plan on making more for this gide it's awesome. Also I found a pdf for a few dollars on mage hand did you make that?
This thread/project began in 2018, and after hitting it pretty hard for a long time, I began to lose steam. Add to that changes in my life situation, I was obligated to shift my Mimicromicon project into a backburner status. Backburner, but not closed: I still come up with a new one every so often (or make good on one I'd previously promised when sufficiently poked).
I was not involved in Mage Hand Press's supplement: but am happy to see someone else is out there sharing the mimic love (with nicer resources and outlets for said sharing to boot). After all, I've said it before: I am not the first to think of the idea, and won't be the last. I just happen to be the one obsessing over mimics (and sharks) here on D&D Beyond.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Nice to know it’s not dead, your homebrew is incredible. You don’t have a lot, but it’s some of the best I have ever seen.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Thank you, the sentiment is greatly appreciated.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
We can't always have Inspiration friends, know when anything new comes up we will have us a good read, then maybe we will have Inspiration once again! But don't forget to write down ideas! Point form, small description sentences, never be without a scribe! nothing worse then forgetting an amazing idea because you couldn't write it down.. ( talk from exp.. truly not fun.. )
ScooterPootin hit me up about the Legendary Patient Mimic Inn. So, I worked on it over the weekend.
The Patient Mimic Inn:
Shapechanger. The mimic can use its action to polymorph into a building by drawing its eyes, pseudopods, and teeth into its body, or back into its true form by extending them again. It can also polymorph its interior into fully furnished rooms, or revert such furnishings back into its interior's 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. If cleaned out thoroughly, the mimic’s shell can be converted into a dwelling.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 19). Ability checks made to escape this grapple have disadvantage. The mimic can excrete, cease excreting, or dissolve its adhesive at will.
Damage Threshold (10): An attack must inflict at least 10 damage to harm the mimic, otherwise, the mimic takes no damage. If an attack deals 10 damage or more, the mimic takes the damage as normal.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary building.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Constitution (spell save DC 18). The mimic can cast any at-will spell it knows as either an action or as a bonus action. The mimic can innately cast the following spells, requiring no material components:
At will: dancing lights (appear as candles or lanterns in body openings), prestidigitation (creates sensory effects).
Siege Monster. The mimic deals double damage to objects and structures.
Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 20ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is Huge or smaller, it is is grappled (escape DC 19) and the mimic can pull the creature up to 15 feet towards itself. Until this grapple ends, the target is restrained, and it must succeed on a DC 19 Constitution saving throw at the start of each of the mimic's turns or take 19 (2d12 + 6) bludgeoning damage, or half as much damage on a success. When the mimic moves, all creatures it has grappled move with it. The mimic has four pseudopods, each of which can grapple only one target.
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 14 (4d6) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw. On a success, the creature can choose to remain where it is or to enter the mimic's interior. On a failure, the creature is swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 35 (10d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Lock Down The mimic drops any creature creature grappled by its pseudopods, retracts into its shell, then shuts and locks its doors and windows. While the mimic is locked down, it gains a +8 bonus to it AC against all attacks made from outside of it, and any door or window in or on its body is affected as it would be by an arcane lock spell. While it is locked down, the mimic can't attack with its bite or pseudopod, but may continue to take other actions and lair actions as normal. The mimic can end this effect as a bonus action.
This effect ends automatically if the mimic dies, is subjected to the knock spell, or a creature swallowed by the mimic causes it to regurgitate.
Lock Down. When an attack reduces the mimic to half its total hit points or less, it can use its Lock Down action. Once the mimic has used this reaction, it can't do so again until it finishes a short rest
The mimic can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mimic regains spent legendary actions at the start of its turn.
Speedy Service. The mimic directs its colony to move. Each other mimic inside the house hunter mimic can use its reaction to move up to its speed.
Good Eating (Costs 2 Actions). The mimic bids its colony to feed. Each other mimic inside the house hunter mimic can use its reaction to make a bite attack against a creature it can reach.
Description
The Patient Mimic Inn is a joke.
Literally.
Everyone has heard the gist of it. It's the one about an adventurer goes in somewhere — a tavern or maybe a dungeon — only to discover that everything is a mimic.
It starts with the first object the adventurer touches revealing itself to be a mimic. In a panic, the adventurer reaches for something to attack the mimic, and finds that object too is mimic. And so that joke goes with the adventurer interacting with more and more objects as they desperately try to escape the situation, each revealed to be another mimic.
It is an absolutely absurd scenario, which is why the joke is funny. It is also why no one believes such a scenario is actually possible.
That is, of course, until you find that the joke's on you.
The very fact that people laugh at the idea of its existence is, ironically, what perpetuates the Patient Mimic's existence and allows it to be such a successful superorganism.
The Patient Mimic is, in fact, an enormous mimic colony incorporating a house hunter mimic. The house hunter provides shelter, protection, and transportation for its colony, while the other members typically work together to entice and capture prey.
Lair and Lair Actions
A Night at the Patient Mimic Inn
An encounter with the Patient Mimic Inn is in reality an encounter with a mimic colony. However, unlike the encounter described in Tasha's Cauldron of Everything, where the mimic colony is treated as a single creature representing a collective of individuals, the Patient Mimic colony should employ as many individual mimic stablocks as possible, preferably introducing a new stablock anytime a character interacts with an object of any kind. The statistics provided above are for the Gargantuan house hunter mimic who serves as the colony's host and the final mimic encounter which is revealed if/when the party escapes from the never-ending tide of mimics within. Further statistics are provided below to represent mimics of Tiny to Large size to suit the size of objects and furniture characters interact with that are revealed to be mimics.
The both the colony as a whole and the individual host house hunter mimic have their own lair actions, and both can use one lair action each round. The order in which they take their individual lair actions is fluid, and can be interchanged.
On initiative count 20 (losing initiative ties with other creatures), the mimic colony takes a lair action, causing one of the following effects; the mimic colony can’t use the same effect two rounds in a row:
On initiative count 20 (losing initiative ties with other creatures), the house hunter mimic takes a lair action to cause one of the following effects; the house hunter mimic can’t use the same effect two rounds in a row:
Everything's a Mimic
Supplemental statblocks for mimics from Tiny to Large size are provided below.
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 Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 11). 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.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4)acid damage.
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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC 12). 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.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.
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.
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.
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 creature adhered to the mimic is also grappled by it (escape DC 16). 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.
Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite.
Pseudopods. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) acid damage.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters