Wonderful stuff! I've not considered using mimics in the past, but I'm running what will become a megadungeon for a solo player (& some npcs) and I'm seriously thinking about putting some in thanks to this.
Can we get this in pdf form? It will be lovingly added to my Bookshelf of Player Torture (it's a legendary item). I love this.
Once I finish perhaps. The project is sort of on backburner at the moment because of some things that came up. I should be resuming work on it in the next week or so, though
Wonderful stuff! I've not considered using mimics in the past, but I'm running what will become a megadungeon for a solo player (& some npcs) and I'm seriously thinking about putting some in thanks to this.
Can we get this in pdf form? It will be lovingly added to my Bookshelf of Player Torture (it's a legendary item). I love this.
Once I finish perhaps. The project is sort of on backburner at the moment because of some things that came up. I should be resuming work on it in the next week or so, though
Wonderful stuff! I've not considered using mimics in the past, but I'm running what will become a megadungeon for a solo player (& some npcs) and I'm seriously thinking about putting some in thanks to this.
Glad you like it!
I like it so much, and it has ignited my imagination so, that I'm currently trying to figure out how to fit a gargantuan mimic in to the adventure I'm planning! Already know how I'm getting the tiny and small ones in, and plan to include one of every size type eventually.
Are you interested in looking at the creatures that come from my game, cos I don't mind sharing.
HA! Mimics is be making me laff 2 hard. Good writy words for u.
I tip my hat to you, good sir. May we aspire to mimic the greatness of this guide.
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"There is a wide world out there, my friend, full of pain, but filled with joy as well. The former keeps you on the path of growth, and the latter makes the journey tolerable." --Montolio Debrouchee
So, I might've been a bit hasty when I said I'd be getting back to work on the project. Life can be a busy thing at times. However, with Halloween on the horizon, I did manage to put together a few holiday-themed mimics.
Shapechanger. The mimic can use its action to polymorph into an apple bobbing tub 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.
Acid Splash (Object Form Only). A creature that touches the mimic or hits it with a melee attack while within 5 feet of it must make a DC 10 Dexterity saving throw. On a failure, it takes 4 (1d8) acid damage and any nonmagical weapon made of metal or wood that hits the mimic corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Bobbing for Acid (Object Form Only). A creature that ends its turn grappled by the mimic takes 4 (1d8) acid damage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary apple bobbing tub.
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 creature that is grappled by the mimic. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Acid Spray (Recharge 5–6). The mimic sprays acid from its basin in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 4 (1d8) acid damage and any nonmagical armor they are wearing corrodes. The armor takes a permanent and cumulative −1 penalty to AC. If its penalty drops to −5 or causes the creature's AC to drop below its unarmored AC, the armor is destroyed. On a successful save, a creature takes only half damage, and isn't subject to the AC penalty.
Description
This mimic takes the form of a wooded tub filled with water with apples floating in it, enticing harvest time party-goers into a game of apple bobbing. Any who play in the hopes of good fortune for the coming year soon find their to their horror that there hopes are dashed.
The apples that float in the basin are actually air-filled sacs made from the mimic's flesh and anchored to its body through long, thread-like tendrils which are invisible to the naked eye while submerged in fluid. The liquid they float in is actually a basin of acid produced by the mimic's body.
Shapechanger. The mimic can use its action to polymorph into a fruit 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. 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, inanimate fruit.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Slip Through Fingers. When the mimic is grappled by another creature, its speed is not reduced and it can still benefit from any bonus to its speed.
Actions
Pseudopod.Melee Weapon Attack: +3 to hit, reach 1 ft., one creature that is holding the mimic. Hit: 3 (1d4 + 1) bludgeoning damage, and the mimic enters the target's mouth. The target is subjected to its Adhesive trait and is grappled by the mimic. While grappled in this way, the target's mouth is glued shut.
On its turn, if the target succeeds on an escape roll, it can make a DC 11 Strength (Athletics) check to pull the mimic out of its mouth and either fling it up to 20 feet or crush the mimic in its grip (an unarmed attack against the mimic) as a bonus action.
Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage. It the mimic is in a creature's mouth, it severs and consumes the creature's tongue.
Description
A tiny mimic takes on the form of a fresh fruit. They will find their way to places where fruit are being sold or stored and position themselves towards the top of the pile, waiting to be selected by hungry prey. They may also make their way into apple bobbing tubs at harvest time, and have been known to enter symbiotic relationships with larger mimics take the shape of such tubs.
When a fruit mimic attacks, it waits until the last moment before a victim bites down on it before reverting to its amorphous form and lunging into the victim's mouth. Once inside, the mimic will use its adhesive to glue a victim's mouth shout, preventing them from attempting to bite or remove the mimic. The mimic will then proceed to eat its victim's tongue.
Shapechanger. The mimic can use its action to polymorph into a pumpkin or jack-o'-lantern, 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 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 pumpkin or jack-o'-lantern.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it, and a creature grappled by the mimic has disadvantage on saving throws against the mimic's attacks.
Illumination (Object Form Only). The mimic sheds dim light in a 30-foot radius.
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 or fire damage.
Breath Weapons (Recharge 5–6). The mimic uses one of the following breath weapons.
Fire Breath. The mimic exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Spice Breath (Recharge 5–6). The mimic exhales a cloud of powdered spices in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw or become unable to breathe, while coughing uncontrollably. A creature affected in this way is blinded, incapacitated, and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end all these effect on a creature. A creature can also spend an action to clean the powder out of their eyes, ending the blinded condition.
Regardless of the result of its saving throw, a creature in the area of the spice breath smells strongly of pumpkin spice for the next 3 hours. Creature attempting to detect the creature have advantage on Wisdom (Perception) checks relying on smell.
Description
A mimic that has learned to capitalize on harvest-time traditions, assuming the shape of a delectable pumpkin or a festive jack-o'-lantern. They appear in pumpkin patches and on doorsteps during harvest time. A pumpkin or jack-o'-lantern has sat for over a week with no sign of rot may in fact be a mimic.
Shapechanger. The mimic can use its action to polymorph into a bucket of sweets 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 bucket of sweets.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Trick-or-Treat Trap. The mimic ignores any creature that touches it only once, and any such creature is awarded with candy or other sweet treat. A creature that touches the mimic a second time is subjected to its Adhesive trait, and the mimic attacks.
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.
Trick Treat Breath (Recharge 5–6). The mimic spews candies from its bucket in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, 3 (1d6) candies adhere to the target, or half as many candies (rounded down) on a success. Each candy is actually a miniature mimic. A candy mimic is a Tiny monstrosity with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. A candy mimic can be killed by normal means or scraped off using an action. At the end of each of the target's turns, the candy mimics excrete acid, and the target takes 2 (1d4) acid damage per candy mimic adhering to it.
Description
Parents often tell their children cautionary tales to help enforce particular behaviors. Most of them are nonsense meant only to scare. Some, however, are based on truth. One such tale cautions their children about the dangers of being greedy. The tale goes that on the night of Harvestide, a monster watches to see which children take more than their share of treats as they go door-to-door, as such greedy children are sure to be the plumpest and juiciest of all. Then, when the child least expects it, the monster emerges to carry the child away for its dinner.
This tale describes the trick-treat mimic, a mimic that has developed a particular taste for greedy, plump children. On the night of the harvest, when children go door-to-door asking for treats, it settles itself on the doorstep of a vacant home. It then disguises itself as a bucket of sweets, often with a sign reading "Take one" or "Free candy". Then it waits for the trick-or-treating children.
Interestingly enough, the candy the mimic displays is genuine, in a sense. The mimic has learned to imitate other creatures' ability to secrete sweet substances such as honey, honeydew, and sap, which it uses to form it primary lure: candies for trick-or-treaters.
A child who only reaches for the mimic's seemingly unguarded candy only once is rewarded with a sweet treat. However, a child who reaches their hand in a second time triggers the mimic's trap, and soon becomes the moral of another story.
I do dearly love this! Absolutely stunning work and compiling of all of this. I instantly feel tempted to have a Mimic dungeon.. ooooh my players will be so corrupted in their trust by this! And a giant mimic.. Oh dear lord, I can really not wait for them to be of high enough level to take that thing down!
Also, while I'm here, this is giving me sooooo many ideas for mimic treasure hoards... Just picturing the look on my players' faces when they move in to grab the priceless diamond and find it try to eat them!
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
Equivocation. If the mimic's miniature is within 1 inch of any part of a player or a player's character sheet, the mimic treats the associated character as if it were within 5 feet of the mimic, regardless of the mimic's actual proximity to that character,
Extra-Dimensional Movement. The mimic ignores barriers, difficult terrain, or other obstacles unless such they are represented by a real-life 3D structure on your map. The mimic's movement is not confined to the game map. While moving outside of the map where a player's character would not be permitted to follow, the mimic has total cover, and the mimic's movement speed doubles. If the mimic ends its turn off the game map where a player's character would not be permitted to follow, it takes 5 (1d10) force damage.
Forced Perception. The mimic is considered to be a Tiny creature when being Tiny would be beneficial to the mimic. When it would not be beneficial for the mimic to be Tiny, it is considered Medium.
Reification. Whenever a player touches the real-life miniature or token representing the mimic on the map, that player's character is subjected to the mimic's Adhesive trait and is considered to be within 5 feet of the mimic while it is grappled by it, regardless of the character's actual proximity to the mimic.
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. The mimic has a pedestal or stand beneath it in all forms it takes.
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.
Fourth Wall Quake. The DM gives the table a single shove (use good judgement and common sense; do not flip your table for a fictitious monster's novelty ability or cause anything on the table to be spilled).
A character whose miniature is knocked over falls prone. If a character's miniature is moved during the shove, that character is considered to have been subjected to a forced movement, and now occupies the nearest vacant space to its new location. This forced movement cannot be reduced by any game effect. If a character's miniature falls off the table as a result of this action suffers the effects of the banishment spell.
All these effects also apply to all other creatures in play on the table, including the mimic.
Description
The meta mimic is an anomaly; not just an for a mimic, but on a cosmic scale. It is an eldritch abomination whose very existence defies the laws of space-time. It possesses the ability to influence reality in a way that surpasses any known magic short of divine intervention, and even then only from the strangest, most eldritch of gods.
First and foremost, regardless of what plane is is discovered upon, the mimic is not actually present on that plane. What we see is merely an avatar; a projection, a manifestation of the mimic's presence into that plane. In truth it is located on a plane that, to date, not even the most adept and learned of wizards can properly identify or define.
Second: while the mimic we can observe and interact with appears to be roughly the same size as a normal mimic (a Medium-sized creature) extensive testing has revealed that the meta mimic, despite all evidence to the contrary, is actually a Tiny creature roughly 1-inch cubed, while also being a Medium creature roughly 5-feet cubed.
When touched, it becomes clear (painfully so) that it generates no illusions; the phenomenon is a physical anomaly. This physical inconsistency has been proven by measuring the air displaced when a meta mimic is banished, summoned, or polymorphed into a different shape as well as measuring the meta mimic's mass, which is disproportionate to the density of its body and volume it apparently occupies.
Third: the meta mimic has the ability to ignore physical distance between it and an intended target. Creatures over 100 feet away from the mimic suddenly find themselves adhered to its surface, as though they had touched it while standing directly next to it... all while the mimic AND its target remain precisely where are, with neither ever coming any closer to the other. A detect magic spell reveals that magic is not used in the execution of this anomaly; the mechanism still has not been identified.
A meta mimic can be identified by one specific physical attribute. Regardless of what object the mimic becomes, it always has a pedestal that fits within a 5-foot by 5-foot area. The pedestal is often (but not always) a solid color that does not match the surface the mimic sits upon. These pedestals can be circular, square, or hexagonal. The purpose for this fixture is still unknown.
When a meta mimic dies, it becomes a miniature figurine of a mimic.
The Eldritch Anomaly: Explaining the Inexplicable
The explanation for the meta mimic's anomalous abilities lie in breaking down dimensional barriers and blurring the lines between realities. In other words: meta mimic is meta. It breaks the fourth wall.
If your players get confused over how this mimic does what it does, point to the miniature and tell them "This is not a miniature. This is a mimic."
Shapechanger. The mimic can use its action to polymorph into a dungeon 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. The mimic can also make alterations to its dungeon form to create or dismantle features such as puzzles, traps, and walls. The mimic uses it ability to shapechange to form eyes along its interior, allowing it to keep track of the location and activities of creatures inside it.
Damage Threshold (20): An attack must inflict at least 20 damage, after applying resistances and immunities, to harm the mimic. Otherwise, the mimic takes no damage.
Adhesive (Object Form Only). The mimic can adhere to anything that touches it, and chooses which targets it adheres to and which it doesn't. A Gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 26). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from a typical adventuring dungeon.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The mimic can innately cast any spell which replicates the effect of a trap or puzzle at the discretion of the DM. It also can cast the following spells, requiring no components:
Risk and Reward:A creature reduced to 0 hit points while challenging the mimic's dungeon dies and is devoured by the mimic. A creature that fails to follow the dungeon rules and receives 3 warnings is attacked by the mimic. Successfully completing dungeon challenges awards higher end treasure appropriate for that creature's level.
Scaling Dungeon. The mimic can use its spell DC as the DC for any checks a creature makes in order to succeed against the obstacles it generates. The mimic can scale its spell DC to accommodate the ability level of an adventuring party challenging it based on the average level of the party.
Actions
Pseudopod.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. If the target is a creature, it must succeed on a DC 26 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the mimic, which can use a bonus action to make a bite attack against the target.
Bite.Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 26 (4d12) acid damage. If the target is a Huge or smaller creature, it must succeed on a DC 26 Strength or Dexterity saving throw (target's choice) or be swallowed by the mimic. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 42 (12d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 40 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, treating the amorphous mimic's corpse as difficult terrain caused by liquid; a creature with a swimming speed can move normally.
Collapse. The mimic collapses a room inside itself. A creature in one of these collapses rooms must succeed on a Strength or Constitution saving thrown (target's choice), taking 208 (32d12) bludgeoning damage on a failed saving throw, or half as much damage on a success. Regardless of the saving throw's result, the creature is swallowed by the mimic, as outlined above.
Reactions
Set Challenge. When a creature first enters a new room in the mimic's dungeon, the mimic creates one of the following challenges:
Combat Encounter. The mimic generates 1d4 simulacrum which must be defeated in order to advance further into the dungeon. Simulacrum are outlined in the Dungeon Master's Challenges section under "Combat Challenges" below.
Puzzle: The mimic sets a puzzle which must be solved in order to advance further into the dungeon. A puzzle may incorporate a combat encounter or a trap, but should not incorporate both; but is ultimately at the discretion of the DM.
Trap: The mimic sets a trap which must be dealt with in order to advance further into the dungeon. Traps are outlined in the Dungeon Master's Challenges section under "Traps" below.
Legendary Actions
The Dungeon Master can take 3 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 Dungeon Master regains spent legendary actions at the start of its turn.
Shift Labyrinth. The mimic changes up to two of its walls. It can create walls, collapse walls, create doors, make doors disappear or move a wall 5 feet. Such a wall must be straight, and the area affected cannot exceed 30 feet in length.
Description
The Dungeon Master is an ancient mimic of massive size and vast intellect. While most mimics seek nothing more than their next meal to survive, the Dungeon Master seeks intellectual stimulus: to challenge and be challenged. To engage in a game of wits. To meet both of its needs, it takes the shape of a dungeon, luring adventurers hungry for treasure or glory.
Once a party of adventures steps inside, the Dungeon Master sets challenges before them in the form of puzzles, traps, or monster encounters using smaller and weaker copies of itself, which mimic construct, ooze, and plant creatures. Those who succeed against its challenges are rewarded with treasures from the Dungeon Master's impressive hoard. Those who fail are consumed, and their possessions added to the pile of rewards at the Dungeon Master's disposal.
While the Dungeon Master does not openly advertise that it is in fact a mimic, it will reveal itself if an adventurer attempts to bypass one of its challenges, which is deems to be cheating, or attempts to damage it.
Despite being a monster of colossal size with a diet consisting almost entirely of adventurers, the Dungeon Master is a patient and polite creature. It reveals itself by speaking to an offending adventurer, explaining its nature and rules, and giving the adventurer its first warning. After three such warnings, the Dungeon Master disqualifies the adventure; who becomes lunch.
The Living Labyrinth
This monster is a dungeon that has game statistics. It is represented by a map rather than a miniature or token. The DM will still need to populate said dungeon with traps, puzzles, or combat encounters, but should not limit their choices in such obstacles based on this monster's written statistics.
Lair and Lair Actions
The Dungeon Master’s Lair
The Dungeon Master doesn't so much have a lair is it is a lair. As an ancient shapechanger, it has a great deal of control over its body, which it uses to its advantage.
Lair Actions
On initiative count 20 (losing initiative ties), the Dungeon Master takes a lair action to cause one of the following effects; the Dungeon Master can’t use the same effect two rounds in a row:
The Dungeon Master causes a spike—5 feet tall and 1 inch in diameter—to burst from the ground in a room within its body. Any creature in the space where the spike emerges must make a Dexterity saving throw for a Dangerous Trap as outlined in the Dungeon Master's Challenges section under "Traps" below. On a failed save, the creature takes Dangerous piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
The Dungeon Master causes a pit to open beneath 1 creature in a room within its body. That creature must succeed on a Dexterity saving throw for a Deadly Trap as outlined in the Dungeon Master's Challenges section under "Traps" below, or fall 20 feet into the pit, taking 2d6 bludgeoning damage due to the fall. The pit lasts until the next initiative count 20, after which, the pit raises back to ground level.
The Dungeon Master unleashes a volley of acid arrows in one of its rooms. All creatures in that room must succeed on a Dexterity saving throw for a Dangerous trap as outlined in the Dungeon Master's Challenges section under "Traps" below, or take Set Back piercing damage plus an equal amount of acid damage.
Regional Effects
The region containing the Dungeon Master is warped by the mimic’s magic, which creates one or more of the following effects:
There’s a noticeable increase in the population of mimics in the region.
Rumors spread throughout the region of a ruin, temple, or similar dungeon structure appearing overnight.
Adventurers in the area are determined to find the mysterious structure to plunder its riches. The fact that many adventurers have gone off to find it and not returned is a popular news item. The few adventuring parties known to have returned do so a great deal wealthier.
If the Dungeon Master dies, these effects fade of 1d10 days.
Dungeon Master's Challenges
The Dungeon Master is capable of producing truly deadly traps through magic or by mimicking their mechanisms. However, it also realizes that not every adventuring party that challenges it is prepared to compete with it on its own level, and while decimating such adventurers would be an easy way to get prey, it deprives the Dungeon Master of its entertainment. Thus, the Dungeon Master will hold back, and scale down its challenges to an appropriate level when challenged by a lower level party.
Combat Challenges
The Dungeon Master simulated combat encounters by generating simulacrums to act as its proxies.
A simulacrum is a mimic that has its own initiative and uses is Shapechanger trait to polymorph into a construct, ooze, or plant that has a challenge rating equal to or less than the average level of the adventuring party currently challenging the mimic's dungeon. A simulacrum retains a mimic's traits, but gains the traits and uses the statistics of whatever monster it is mimicking.
For an idea on how to appropriately scale a combat encounter of the party's level, refer to Challenge section under Monsters in the DM Rules.
Traps
The following tables are taken from the Traps section of the DM Rules to provide a guideline on how to scale the Dungeon Master's traps. A traps appearance and mechanism or the skills needed to disarm it are at the discretion of the DM.
Can we get this in pdf form? It will be lovingly added to my Bookshelf of Player Torture (it's a legendary item). I love this.
Wonderful stuff! I've not considered using mimics in the past, but I'm running what will become a megadungeon for a solo player (& some npcs) and I'm seriously thinking about putting some in thanks to this.
Once I finish perhaps. The project is sort of on backburner at the moment because of some things that came up. I should be resuming work on it in the next week or so, though
Glad you like it!
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
I like it so much, and it has ignited my imagination so, that I'm currently trying to figure out how to fit a gargantuan mimic in to the adventure I'm planning! Already know how I'm getting the tiny and small ones in, and plan to include one of every size type eventually.
Are you interested in looking at the creatures that come from my game, cos I don't mind sharing.
Sure! What've ye got?
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
HA! Mimics is be making me laff 2 hard. Good writy words for u.
I tip my hat to you, good sir. May we aspire to mimic the greatness of this guide.
"There is a wide world out there, my friend, full of pain, but filled with joy as well. The former keeps you on the path of growth, and the latter makes the journey tolerable." --Montolio Debrouchee
So, I might've been a bit hasty when I said I'd be getting back to work on the project. Life can be a busy thing at times. However, with Halloween on the horizon, I did manage to put together a few holiday-themed mimics.
Apple Bob Mimic
Apple Bob Mimic
Shapechanger. The mimic can use its action to polymorph into an apple bobbing tub 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.
Acid Splash (Object Form Only). A creature that touches the mimic or hits it with a melee attack while within 5 feet of it must make a DC 10 Dexterity saving throw. On a failure, it takes 4 (1d8) acid damage and any nonmagical weapon made of metal or wood that hits the mimic corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Bobbing for Acid (Object Form Only). A creature that ends its turn grappled by the mimic takes 4 (1d8) acid damage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary apple bobbing tub.
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 creature that is grappled by the mimic. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Acid Spray (Recharge 5–6). The mimic sprays acid from its basin in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 4 (1d8) acid damage and any nonmagical armor they are wearing corrodes. The armor takes a permanent and cumulative −1 penalty to AC. If its penalty drops to −5 or causes the creature's AC to drop below its unarmored AC, the armor is destroyed. On a successful save, a creature takes only half damage, and isn't subject to the AC penalty.
Description
This mimic takes the form of a wooded tub filled with water with apples floating in it, enticing harvest time party-goers into a game of apple bobbing. Any who play in the hopes of good fortune for the coming year soon find their to their horror that there hopes are dashed.
The apples that float in the basin are actually air-filled sacs made from the mimic's flesh and anchored to its body through long, thread-like tendrils which are invisible to the naked eye while submerged in fluid. The liquid they float in is actually a basin of acid produced by the mimic's body.
Environments: Urban
Fruit Mimic
Fruit Mimic
Shapechanger. The mimic can use its action to polymorph into a fruit 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. 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, inanimate fruit.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Slip Through Fingers. When the mimic is grappled by another creature, its speed is not reduced and it can still benefit from any bonus to its speed.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 1 ft., one creature that is holding the mimic. Hit: 3 (1d4 + 1) bludgeoning damage, and the mimic enters the target's mouth. The target is subjected to its Adhesive trait and is grappled by the mimic. While grappled in this way, the target's mouth is glued shut.
On its turn, if the target succeeds on an escape roll, it can make a DC 11 Strength (Athletics) check to pull the mimic out of its mouth and either fling it up to 20 feet or crush the mimic in its grip (an unarmed attack against the mimic) as a bonus action.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage. It the mimic is in a creature's mouth, it severs and consumes the creature's tongue.
Description
A tiny mimic takes on the form of a fresh fruit. They will find their way to places where fruit are being sold or stored and position themselves towards the top of the pile, waiting to be selected by hungry prey. They may also make their way into apple bobbing tubs at harvest time, and have been known to enter symbiotic relationships with larger mimics take the shape of such tubs.
When a fruit mimic attacks, it waits until the last moment before a victim bites down on it before reverting to its amorphous form and lunging into the victim's mouth. Once inside, the mimic will use its adhesive to glue a victim's mouth shout, preventing them from attempting to bite or remove the mimic. The mimic will then proceed to eat its victim's tongue.
Environments: Urban, Forest
Pumpkin Mimic
Pumpkin Mimic
Shapechanger. The mimic can use its action to polymorph into a pumpkin or jack-o'-lantern, 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 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 pumpkin or jack-o'-lantern.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it, and a creature grappled by the mimic has disadvantage on saving throws against the mimic's attacks.
Illumination (Object Form Only). The mimic sheds dim light in a 30-foot radius.
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 or fire damage.
Breath Weapons (Recharge 5–6). The mimic uses one of the following breath weapons.
Fire Breath. The mimic exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Spice Breath (Recharge 5–6). The mimic exhales a cloud of powdered spices in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw or become unable to breathe, while coughing uncontrollably. A creature affected in this way is blinded, incapacitated, and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end all these effect on a creature. A creature can also spend an action to clean the powder out of their eyes, ending the blinded condition.
Regardless of the result of its saving throw, a creature in the area of the spice breath smells strongly of pumpkin spice for the next 3 hours. Creature attempting to detect the creature have advantage on Wisdom (Perception) checks relying on smell.
Description
A mimic that has learned to capitalize on harvest-time traditions, assuming the shape of a delectable pumpkin or a festive jack-o'-lantern. They appear in pumpkin patches and on doorsteps during harvest time. A pumpkin or jack-o'-lantern has sat for over a week with no sign of rot may in fact be a mimic.
Environments: Grassland, Urban
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Wow. Really inspired to use some of these Mimic variations after reading through everything. Love all the illustrations as well. This is great stuff!
Trick Treat Mimic
Trick Treat Mimic
Shapechanger. The mimic can use its action to polymorph into a bucket of sweets 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 bucket of sweets.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Trick-or-Treat Trap. The mimic ignores any creature that touches it only once, and any such creature is awarded with candy or other sweet treat. A creature that touches the mimic a second time is subjected to its Adhesive trait, and the mimic attacks.
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.
Trick Treat Breath (Recharge 5–6). The mimic spews candies from its bucket in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, 3 (1d6) candies adhere to the target, or half as many candies (rounded down) on a success. Each candy is actually a miniature mimic. A candy mimic is a Tiny monstrosity with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. A candy mimic can be killed by normal means or scraped off using an action. At the end of each of the target's turns, the candy mimics excrete acid, and the target takes 2 (1d4) acid damage per candy mimic adhering to it.
Description
Parents often tell their children cautionary tales to help enforce particular behaviors. Most of them are nonsense meant only to scare. Some, however, are based on truth. One such tale cautions their children about the dangers of being greedy. The tale goes that on the night of Harvestide, a monster watches to see which children take more than their share of treats as they go door-to-door, as such greedy children are sure to be the plumpest and juiciest of all. Then, when the child least expects it, the monster emerges to carry the child away for its dinner.
This tale describes the trick-treat mimic, a mimic that has developed a particular taste for greedy, plump children. On the night of the harvest, when children go door-to-door asking for treats, it settles itself on the doorstep of a vacant home. It then disguises itself as a bucket of sweets, often with a sign reading "Take one" or "Free candy". Then it waits for the trick-or-treating children.
Interestingly enough, the candy the mimic displays is genuine, in a sense. The mimic has learned to imitate other creatures' ability to secrete sweet substances such as honey, honeydew, and sap, which it uses to form it primary lure: candies for trick-or-treaters.
A child who only reaches for the mimic's seemingly unguarded candy only once is rewarded with a sweet treat. However, a child who reaches their hand in a second time triggers the mimic's trap, and soon becomes the moral of another story.
Environments: Urban
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
The Trick or Treat Mimic is pure evil. Thank you.
I do dearly love this!
Absolutely stunning work and compiling of all of this. I instantly feel tempted to have a Mimic dungeon.. ooooh my players will be so corrupted in their trust by this!
And a giant mimic.. Oh dear lord, I can really not wait for them to be of high enough level to take that thing down!
Thank you so very much for your work.
Dude! This is great!
I am genning-up a Mimic-patron Warlock asap!
I might end up making a mimic pact sub-class because you mentioned this.
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 one of the most original things I have ever seen. I am literally scrambling to see how I can fit this into upcoming adventures! Keep it up!
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Please do that as soon as possible! (But no pressure)
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Also, while I'm here, this is giving me sooooo many ideas for mimic treasure hoards... Just picturing the look on my players' faces when they move in to grab the priceless diamond and find it try to eat them!
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
The Meta Mimic.... to REALLY mess with your players.
Meta Mimic
Meta Mimic
Equivocation. If the mimic's miniature is within 1 inch of any part of a player or a player's character sheet, the mimic treats the associated character as if it were within 5 feet of the mimic, regardless of the mimic's actual proximity to that character,
Extra-Dimensional Movement. The mimic ignores barriers, difficult terrain, or other obstacles unless such they are represented by a real-life 3D structure on your map. The mimic's movement is not confined to the game map. While moving outside of the map where a player's character would not be permitted to follow, the mimic has total cover, and the mimic's movement speed doubles. If the mimic ends its turn off the game map where a player's character would not be permitted to follow, it takes 5 (1d10) force damage.
Forced Perception. The mimic is considered to be a Tiny creature when being Tiny would be beneficial to the mimic. When it would not be beneficial for the mimic to be Tiny, it is considered Medium.
Reification. Whenever a player touches the real-life miniature or token representing the mimic on the map, that player's character is subjected to the mimic's Adhesive trait and is considered to be within 5 feet of the mimic while it is grappled by it, regardless of the character's actual proximity to the mimic.
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. The mimic has a pedestal or stand beneath it in all forms it takes.
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.
Fourth Wall Quake. The DM gives the table a single shove (use good judgement and common sense; do not flip your table for a fictitious monster's novelty ability or cause anything on the table to be spilled).
A character whose miniature is knocked over falls prone. If a character's miniature is moved during the shove, that character is considered to have been subjected to a forced movement, and now occupies the nearest vacant space to its new location. This forced movement cannot be reduced by any game effect. If a character's miniature falls off the table as a result of this action suffers the effects of the banishment spell.
All these effects also apply to all other creatures in play on the table, including the mimic.
Description
The meta mimic is an anomaly; not just an for a mimic, but on a cosmic scale. It is an eldritch abomination whose very existence defies the laws of space-time. It possesses the ability to influence reality in a way that surpasses any known magic short of divine intervention, and even then only from the strangest, most eldritch of gods.
First and foremost, regardless of what plane is is discovered upon, the mimic is not actually present on that plane. What we see is merely an avatar; a projection, a manifestation of the mimic's presence into that plane. In truth it is located on a plane that, to date, not even the most adept and learned of wizards can properly identify or define.
Second: while the mimic we can observe and interact with appears to be roughly the same size as a normal mimic (a Medium-sized creature) extensive testing has revealed that the meta mimic, despite all evidence to the contrary, is actually a Tiny creature roughly 1-inch cubed, while also being a Medium creature roughly 5-feet cubed.
When touched, it becomes clear (painfully so) that it generates no illusions; the phenomenon is a physical anomaly. This physical inconsistency has been proven by measuring the air displaced when a meta mimic is banished, summoned, or polymorphed into a different shape as well as measuring the meta mimic's mass, which is disproportionate to the density of its body and volume it apparently occupies.
Third: the meta mimic has the ability to ignore physical distance between it and an intended target. Creatures over 100 feet away from the mimic suddenly find themselves adhered to its surface, as though they had touched it while standing directly next to it... all while the mimic AND its target remain precisely where are, with neither ever coming any closer to the other. A detect magic spell reveals that magic is not used in the execution of this anomaly; the mechanism still has not been identified.
A meta mimic can be identified by one specific physical attribute. Regardless of what object the mimic becomes, it always has a pedestal that fits within a 5-foot by 5-foot area. The pedestal is often (but not always) a solid color that does not match the surface the mimic sits upon. These pedestals can be circular, square, or hexagonal. The purpose for this fixture is still unknown.
When a meta mimic dies, it becomes a miniature figurine of a mimic.
Monster Tags: Shapechanger, Abberation, Construct, Monstrosity
Environment: Underdark, Urban
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
YES!!!!!!!!!
Best. Mimic. EVER!
(Also perfect because we just switched to gameboards)
EVER!
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Just make sure you get a nice mini. I recognize this gimic mimic doesn't work well otherwise.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Added the Dungeon Master.
DUNGEON MASTER, THE LIVING LABYRINTH
Dungeon Master, the Living Labyrinth
Shapechanger. The mimic can use its action to polymorph into a dungeon 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. The mimic can also make alterations to its dungeon form to create or dismantle features such as puzzles, traps, and walls. The mimic uses it ability to shapechange to form eyes along its interior, allowing it to keep track of the location and activities of creatures inside it.
Damage Threshold (20): An attack must inflict at least 20 damage, after applying resistances and immunities, to harm the mimic. Otherwise, the mimic takes no damage.
Adhesive (Object Form Only). The mimic can adhere to anything that touches it, and chooses which targets it adheres to and which it doesn't. A Gargantuan or smaller creature adhered to the mimic is also grappled by it (escape DC 26). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from a typical adventuring dungeon.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The mimic's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The mimic can innately cast any spell which replicates the effect of a trap or puzzle at the discretion of the DM. It also can cast the following spells, requiring no components:
At will: detect magic, detect thoughts, identify.
Risk and Reward: A creature reduced to 0 hit points while challenging the mimic's dungeon dies and is devoured by the mimic. A creature that fails to follow the dungeon rules and receives 3 warnings is attacked by the mimic. Successfully completing dungeon challenges awards higher end treasure appropriate for that creature's level.
Scaling Dungeon. The mimic can use its spell DC as the DC for any checks a creature makes in order to succeed against the obstacles it generates. The mimic can scale its spell DC to accommodate the ability level of an adventuring party challenging it based on the average level of the party.
Actions
Pseudopod. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. If the target is a creature, it must succeed on a DC 26 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the mimic, which can use a bonus action to make a bite attack against the target.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 26 (4d12) acid damage. If the target is a Huge or smaller creature, it must succeed on a DC 26 Strength or Dexterity saving throw (target's choice) or be swallowed by the mimic. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 42 (12d6) acid damage at the start of each of the mimic's turns.
If the mimic takes 40 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, treating the amorphous mimic's corpse as difficult terrain caused by liquid; a creature with a swimming speed can move normally.
Collapse. The mimic collapses a room inside itself. A creature in one of these collapses rooms must succeed on a Strength or Constitution saving thrown (target's choice), taking 208 (32d12) bludgeoning damage on a failed saving throw, or half as much damage on a success. Regardless of the saving throw's result, the creature is swallowed by the mimic, as outlined above.
Reactions
Set Challenge. When a creature first enters a new room in the mimic's dungeon, the mimic creates one of the following challenges:
Legendary Actions
The Dungeon Master can take 3 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 Dungeon Master regains spent legendary actions at the start of its turn.
Shift Labyrinth. The mimic changes up to two of its walls. It can create walls, collapse walls, create doors, make doors disappear or move a wall 5 feet. Such a wall must be straight, and the area affected cannot exceed 30 feet in length.
Description
The Dungeon Master is an ancient mimic of massive size and vast intellect. While most mimics seek nothing more than their next meal to survive, the Dungeon Master seeks intellectual stimulus: to challenge and be challenged. To engage in a game of wits. To meet both of its needs, it takes the shape of a dungeon, luring adventurers hungry for treasure or glory.
Once a party of adventures steps inside, the Dungeon Master sets challenges before them in the form of puzzles, traps, or monster encounters using smaller and weaker copies of itself, which mimic construct, ooze, and plant creatures. Those who succeed against its challenges are rewarded with treasures from the Dungeon Master's impressive hoard. Those who fail are consumed, and their possessions added to the pile of rewards at the Dungeon Master's disposal.
While the Dungeon Master does not openly advertise that it is in fact a mimic, it will reveal itself if an adventurer attempts to bypass one of its challenges, which is deems to be cheating, or attempts to damage it.
Despite being a monster of colossal size with a diet consisting almost entirely of adventurers, the Dungeon Master is a patient and polite creature. It reveals itself by speaking to an offending adventurer, explaining its nature and rules, and giving the adventurer its first warning. After three such warnings, the Dungeon Master disqualifies the adventure; who becomes lunch.
Lair and Lair Actions
The Dungeon Master’s Lair
The Dungeon Master doesn't so much have a lair is it is a lair. As an ancient shapechanger, it has a great deal of control over its body, which it uses to its advantage.
Lair Actions
On initiative count 20 (losing initiative ties), the Dungeon Master takes a lair action to cause one of the following effects; the Dungeon Master can’t use the same effect two rounds in a row:
Regional Effects
The region containing the Dungeon Master is warped by the mimic’s magic, which creates one or more of the following effects:
If the Dungeon Master dies, these effects fade of 1d10 days.
Dungeon Master's Challenges
The Dungeon Master is capable of producing truly deadly traps through magic or by mimicking their mechanisms. However, it also realizes that not every adventuring party that challenges it is prepared to compete with it on its own level, and while decimating such adventurers would be an easy way to get prey, it deprives the Dungeon Master of its entertainment. Thus, the Dungeon Master will hold back, and scale down its challenges to an appropriate level when challenged by a lower level party.
Combat Challenges
The Dungeon Master simulated combat encounters by generating simulacrums to act as its proxies.
A simulacrum is a mimic that has its own initiative and uses is Shapechanger trait to polymorph into a construct, ooze, or plant that has a challenge rating equal to or less than the average level of the adventuring party currently challenging the mimic's dungeon. A simulacrum retains a mimic's traits, but gains the traits and uses the statistics of whatever monster it is mimicking.
For an idea on how to appropriately scale a combat encounter of the party's level, refer to Challenge section under Monsters in the DM Rules.
Traps
The following tables are taken from the Traps section of the DM Rules to provide a guideline on how to scale the Dungeon Master's traps. A traps appearance and mechanism or the skills needed to disarm it are at the discretion of the DM.
Trap Save DCs and Attack Bonuses
Trap Damage Severity by Level
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters