Small Monstrosity, Neutral
Armor Class 12 Natural Armour
Hit Points 7 (1d6 + 3)
Speed 25 ft.
STR
13 (+1)
DEX
11 (+0)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +3, DEX +2, CON +4, INT −1, WIS +2, CHA +0
Skills Stealth +7
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (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.

Playing Dead. The tiny mimic will drop back to 1 HP if it's hit points were reduced to 0. This ability is regained through one long rest.

Sticky The mimic has advantage on attack rolls against any creature grappled by it. When grappled they take 1d6 acid per round

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage plus 4 (1d6) acid damage.

Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 6 (1d6) Acid damage. If the target is a Small or tiny creature, it has the Grappled condition (escape DC 12). Ability checks made to escape this grapple have Disadvantage.

Bonus Actions

Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.

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Description

Baby Mimic with Growth 1, 6d8+4 until it will become Growth 2 Mimic

Needs 1 ration a day to survive. The baby mimic is very playful and eats or shifts to any small form it interacts like cup, small rock, pouch etc.

28lb weight.

Animal Handling DC 10 daily to bond with it, the first living creature he saw has an advantage. It takes 3d6 days of successful interaction to make it think you're it's family if not interacted on the day you need to start over (DC10 failures do not count as no interaction).

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2026 12:39:26 PM
12
2
--
Coming Soon

Habitat: UnderdarkUrban

Rijouku

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