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.
Nice! I can definitely use this!
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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.
My dm and I have been joking about a mimic that befriends my warforged Paladin and eventually tricks him into making a pact with him as a warlock. Found this and it is incredible. thank you!
I to am obsessed with mimics you are not alone with this obsession. Firstly awesome idea. Secondly.. its amazing that you not only got to mention boxy, but you got permission from his creator to! I am in the process of setting up a colony of mimics in one of my cities ports, they got hungry.
I personally don't intend to make one due to the ongoing (if infrequent) nature of the project, but a few folks have expressed interest in doing so. Anyone that would like to compile what I have is free to do so on the condition that they don't charge/make a profit off of it.
would there be a way to make a warforged mimic while sticking to core rules? I was thinking of a mimic as armor, warforged integrated protection, and the dark gift ¨Symbiotic Being¨.
warforged integrated protection so armor can´t be removed against its will, including by the mimic itself, and +1 to ac.
mimic as armor, because why not?
Symbiotic being, to help smooth things over with sharing a body with a mimic, probably giving the player resistance to acid dmg.
I got my information from dnd5e.*******.com, and I most likely got something wrong.
my stepdad is a dm, and he said a lot of things are wrong with it like it would be the mimics proficiency with the armor, not the players, and it would be overpowered because the mimic could change into literally any non-magic armor, like starting out with plate mail at Lv. 1. also, my stepdad said that the more power i give the dm over it, the more likely he/she is going to agree. I would like some help smoothing things over, please.
Ultimately, your DM is the one who has final say in what is and is not allowed. There are certainly many ways to go about the concept, but for the most part my ideas are more aesthetics and fluff.
I made THESE a while back, if you think they're what you're looking for. But again: it's your DM's game. It runs however he says it runs.
Probably the best information in this entire thing is that "once your players have encountered a mimic chest once, you should never use it again." I wish I had seen that earlier. I fell into the trap of using mimics too much with one of my campaigns during levels 2 through 5. The first mimic was exciting, but after that they became boring, repetitive encounters. It also, combined with my unhealthy obsession with unoriginal traps, caused the party to be paranoid all the time and ALWAYS open wooden chests by throwing lit torches at them and setting them on fire. This went on long after a mimic would have been able to pose any threat at all. Finally, at level 9, I got sick of it and promised that they would never see a mimic again. In other words, you're absolutely right.
I also appreciate the time you put into scaling the mimic to other sizes. It always annoyed me that the MM said that mimics could be any size but only provided one statblock for the typical "Ha ha, the chest eats you, you had no idea, ha ha ha" mimic. The work you put into this is incredible, and I hope to see more of this.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
what about a planet that has dungeons growing under the surface, and will eventually become a planet-sized dungeon, which will grow to be as big as the sun, then have it a colony of gargantuan mimics with a hive-mind, or just one mimic that kills the gargantuan monsters of that world, maybe has the monsters immortally tied to the dungeon, so that they regenerate after dying, like a lich, forever meant to be cattle for the planet.
just a thought.
oh, what about a campaign that could be good for all levels, or just level 20, and make it so that the players have to survive the world long enough to free the world of tyranny from the planetary mimic.
That I can make? That's akin to asking "what's the biggest fire you can burn". You can always throw in more fuel to make it bigger. Likewise, you can always give a mimic (or any other monster) more stats/abilities/traits to make it more broken. But then it becomes a matter of can vs. should. Can I make a mimic that is absolutely broken and unbeatable? Yes. But why? Presenting your players with obstacles and challenges that are literally impossible is a quick way to kill a game. It's the wrong mindset to have as a DM.
Nice! I can definitely use this!
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.
My dm and I have been joking about a mimic that befriends my warforged Paladin and eventually tricks him into making a pact with him as a warlock. Found this and it is incredible. thank you!
Glad you found it useful
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
This is very funny! Personally, I am making a campaign called Lair of the Mimic King. This was very helpful
I to am obsessed with mimics you are not alone with this obsession. Firstly awesome idea. Secondly.. its amazing that you not only got to mention boxy, but you got permission from his creator to! I am in the process of setting up a colony of mimics in one of my cities ports, they got hungry.
you sir, need to put this on reddit in a pdf or something. I guarantee people would love this sort of thing.
Thank you for all the ideas! I'm going to reskin the dread gazebo mimic as a Mausoleum Mimic when my players reach a cemetery in a week or two.
I know I’m super late to this party but is there any chance this was made into a pdf file?
I personally don't intend to make one due to the ongoing (if infrequent) nature of the project, but a few folks have expressed interest in doing so. Anyone that would like to compile what I have is free to do so on the condition that they don't charge/make a profit off of it.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
This is awesome!!!
Come check out some of my Homebrew (please give input!)
Make some trinket tables on this thread!
would there be a way to make a warforged mimic while sticking to core rules? I was thinking of a mimic as armor, warforged integrated protection, and the dark gift ¨Symbiotic Being¨.
warforged integrated protection so armor can´t be removed against its will, including by the mimic itself, and +1 to ac.
mimic as armor, because why not?
Symbiotic being, to help smooth things over with sharing a body with a mimic, probably giving the player resistance to acid dmg.
I got my information from dnd5e.*******.com, and I most likely got something wrong.
my stepdad is a dm, and he said a lot of things are wrong with it like it would be the mimics proficiency with the armor, not the players, and it would be overpowered because the mimic could change into literally any non-magic armor, like starting out with plate mail at Lv. 1. also, my stepdad said that the more power i give the dm over it, the more likely he/she is going to agree. I would like some help smoothing things over, please.
Ultimately, your DM is the one who has final say in what is and is not allowed. There are certainly many ways to go about the concept, but for the most part my ideas are more aesthetics and fluff.
I made THESE a while back, if you think they're what you're looking for. But again: it's your DM's game. It runs however he says it runs.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Thx
Probably the best information in this entire thing is that "once your players have encountered a mimic chest once, you should never use it again." I wish I had seen that earlier. I fell into the trap of using mimics too much with one of my campaigns during levels 2 through 5. The first mimic was exciting, but after that they became boring, repetitive encounters. It also, combined with my unhealthy obsession with unoriginal traps, caused the party to be paranoid all the time and ALWAYS open wooden chests by throwing lit torches at them and setting them on fire. This went on long after a mimic would have been able to pose any threat at all. Finally, at level 9, I got sick of it and promised that they would never see a mimic again. In other words, you're absolutely right.
I also appreciate the time you put into scaling the mimic to other sizes. It always annoyed me that the MM said that mimics could be any size but only provided one statblock for the typical "Ha ha, the chest eats you, you had no idea, ha ha ha" mimic. The work you put into this is incredible, and I hope to see more of this.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
As you can tell by my username, this is gonna be fun
I have a PHD in traps
What is the most broken mimic you have made or could make?
what about a planet that has dungeons growing under the surface, and will eventually become a planet-sized dungeon, which will grow to be as big as the sun, then have it a colony of gargantuan mimics with a hive-mind, or just one mimic that kills the gargantuan monsters of that world, maybe has the monsters immortally tied to the dungeon, so that they regenerate after dying, like a lich, forever meant to be cattle for the planet.
just a thought.
oh, what about a campaign that could be good for all levels, or just level 20, and make it so that the players have to survive the world long enough to free the world of tyranny from the planetary mimic.
wouldn´t that make the dm the mimic, since the mimic is in charge of the planet?
That I have made? Dungeon Master, the Living Labyrinth.
That I can make? That's akin to asking "what's the biggest fire you can burn". You can always throw in more fuel to make it bigger. Likewise, you can always give a mimic (or any other monster) more stats/abilities/traits to make it more broken. But then it becomes a matter of can vs. should. Can I make a mimic that is absolutely broken and unbeatable? Yes. But why? Presenting your players with obstacles and challenges that are literally impossible is a quick way to kill a game. It's the wrong mindset to have as a DM.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Minor nitpick, the ship mimic is referred to as a house hunter mimic in one part of its description. Great stuff though, especially the meta mimic
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
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