Mimics are one of the most entertaining monsters in Dungeons & Dragons. They're a blast for DMs who want to spring a surprise and usually good for a laugh once the player's initial panic wears off. While masquerading as a treasure chest is one of the most surefire ways for a mimic to capture its next meal, they can take on all sorts of shapes, and the new Monster Manual helps fuel your imagination with 36 different suggestions to keep your players guessing.
Today, we're going to springboard off of those suggestions and give you some ideas on where you could place a mimic in your game to achieve maximum impact—or at least maximum surprise value.
- As an Item Shop Security System
- As an Arrow. One Single Arrow.
- In the Same Room as Another Mimic
- As a Safe Haven
- As a Feast
- As a Door Frame
- Everywhere
- Nowhere
As an Item Shop Security System

Imagine if you will, a beleaguered shop owner. They've invested so much time and money in their little store in this bustling Waterdeep neighborhood, only to continually have thieves and unscrupulous adventurers break in to steal their merchandise.
One day, this shopkeeper stumbles on the perfect solution: a security Mimic. They allow the creature to live in the shop, keep it relatively well-fed, and in exchange, the mimic is allowed to chow down on anyone who lets themselves in uninvited.
As an Arrow. One Single Arrow.
This would be an option for a Juvenile Mimic, found in Tasha's Cauldron of Everything, as a normal Mimic can only turn into Medium or Small objects.
The players might find some arrows or crossbow bolts within an armory in a dungeon. Nine of which are normal, mundane projectiles. That other one, though? A Juvenile Mimic biding its time.
These Tiny shape-shifters aren't extremely threatening on their own with a CR of 0. But someone trying to load their bow in the heat of battle probably won't be thrilled to suddenly find their arrow taking a bite out of them.
In the Same Room as Another Mimic
Getting players with a mimic is great. Getting players with another mimic immediately after they've fallen for one? Priceless. This is something you have to do very sparingly, perhaps once a campaign, perhaps only once with a specific group.
If you lean on this idea too much, it will lose its impact, or you may create the punishment for yourself of having to wait for your players to inspect every inch of a dungeon.
But when it works? When the awareness washes over the players that they've been surprised by a mimic not once but twice in a single room? You'll chase that high forever.
As a Safe Haven

After a long journey through harsh terrain, the characters find a simple tavern or inn offering a place to rest. Their relief at the shelter is short-lived, which they'll realize when they enter and one of their hands adheres to the countertop.
On the other side of the size spectrum from the Juvenile Mimic, the Hoard Mimic is Huge-sized, making it perfect for when you need them to imitate a small building. Though you will have to homebrew its Shapechanger action to allow it to transform into any object, not just a hoard.
Similarly, you could achieve this effect using the mimic colony mechanics suggested in Tasha's Cauldron of Everything.
You could also consider homebrewing some mechanics to make the fight feel more like it's happening inside of a mimic. That could mean swallowed creatures take Acid damage at the beginning of the mimic's turn, or it could be a simple matter of giving the mimic Advantage on Pseudopod attacks against creatures inside the mimic's space.
As a Feast
One of the suggestions for mimic shapes in the Monster Manual is an oversized cake. But dare we ask an important question: why only one cake?
Let's set the scene, shall we? The players attend an opulent ball or elegant event. An aristocrat has thrown a soiree for their cat's birthday, something like that.
Everything is going great until it comes time to serve dessert. As the guests surround a table laden with cakes, the host makes the ceremonial first cut in the largest of the confectioneries. But as the knife is just about to slice through the decorative frosting, a pseudopod juts out and teeth emerge from the buttercream. A rival has replaced the cakes with Mimics, and now the guests are about to satisfy the mimics' sweet tooth.
As a Door Frame
Mimics are a classic source of paranoia for characters—one equaled only, perhaps, by the meme-ified terror of opening literally any door.
Making a mimic into the door itself is fun, but players who spend an excessive amount of time investigating a door might feel a bit smug about a reveal that proves they were right to do so. Instead, once they've opened the door and calmly stepped through it, that is when your mimic strikes, shape-shifting from the ornate stone archway above them and instilling even more paranoia for years to come.
Everywhere

This recommendation is inspired by the artwork for the Mimic that you'll find in the Monster Manual. An explorer enters a room with a torch, sword drawn.
Unbeknownst to them, everything in the room is a mimic preparing for a meal. Describe an elaborate room full of interesting, lavish items.
Allow your players to make their way to the middle of it before revealing they've found their way into a nest of mimics. Now it's too late. The arch they entered through is rows upon rows of sharp teeth. Everything, and I mean everything, in the room is a mimic.
Nowhere
Another manipulative mind game option. Your players are in a dungeon, and they come across a room full of treasure. You ask them to make a Wisdom (Perception) check. If they roll high, you say, “Okay, this chest is definitely not a mimic.” If they roll low, you say, “You're pretty sure this chest isn't a mimic.” There are no mimics. Not any in the whole dungeon. But your players will never believe that.
As an Article on D&D Beyond
Normally, this is the part of a piece where I'd be writing my conclusion. A handful of sentences that wrap everything up for you. But I can't do that here. You see, this hasn't been an article at all. This is a Mimic. Roll for Initiative.

Riley Silverman (rileysilverman.bsky.social) is a contributing writer to D&D Beyond, and has written for Nerdist, SYFY Wire, Star Wars, and Doctor Who. She is a professional DM and currently plays as Chase Variant on the Good Chaotic TTRPG podcast.
One of my favourite uses of a mimic was a Halloween one shot with healing potion props, one of which was a tiny mimic. All of the rest were strawberry daiquiri flavoured, but the tiny mimic one had a chilli liqueur added. It also did 1d4 psychic damage when used.
I actually love this article
You are sitting in a chair, on a patio of a small cottage. In the distance is a large pine forest, the sun setting in the sky. While you are sitting, you feel something wet. Suddenly, a tongue grapples onto you. Roll for initiative.
Oh, you got a 5?
Teeth sprout from the ground and ceiling sundering your armor. Dex save, disadvantage. Fail? 4d4 Piercing. The mouth then snaps shut. Con save. Another fail? Poisonous gases fill your lungs, dealing 8d6 poison damage. Then you are swallowed. Take 6d6 Acid damage.
Oh, shoot, I don't think this adventure was made for level 2 characters.
A pair of my players once during some downtime wanted to go hunt some mimics, the ranger tracked monstrosities to try to find some, they transversed the entire town until they got to the outskirts near the edge where the open fields leading from town were and entered a cottage where they'd tracked both mimics and some human children's tracks. Upon entering the two story cottage, they discovered the first floor to be dust covered, save for some children's footprints and a few drag marks leading to a torn up couch, the rest of the room strewn with toppled over furniture. They attacked the couch, revealing it to be a mimic, but as they closed the distance to attack it, they discovered that the toppled dish cabinet, the wooden table, and all the chairs laying on the floor were all Mimics too. They struggled to fend them off... unfortunately the store we were at was closing, so they left off mid-fight... before the next session the fighter's player had let us know that he had to leave the campaign, so the next session we started with the Ranger exiting the front door and having to dodge a massive tongue from the ceiling that had just eaten the fighter. The ranger quickly unloaded a volley into the second floor walls, before retreating to get help from the town guard...
When the Ranger returned with the town guard, they came upon the cottage, now one story tall, in front of a nearby hill that obstructed the view to the open fields... The Ranger and the town guard cleared the mimics inside the cottage, the setting sun shining through the holes in the roof to light the room of the single room cottage... the Ranger asked if he could find a blood trail, and he tracked the blood to the hill, then shot the hill, revealing it was a massive mimic... which took him and the town guard another four rounds to down with ranged attacks.
Yes, I had made the whole second floor a giant mimic, then had it flee to become a Hill beside the cottage, which no one realized until the Ranger tracked the blood... every player had forgotten the cottage had been set against open fields and didn't even register the mention of the hill behind the cottage as something new until the big re-reveal of the giant mimic and several had an aha moment of realization...
Why psychic? Shouldn't it be acid
Can you share the statblocks you used?
If you are running a desert campaign there is great mimic from the Tome of Beasts Volume 1: the Dune Mimic.
I tried to reply to this earlier, but had to find a computer hardware engineer to fix my screen after the reply button, which turned out to be a mimic, attacked me.
Yeah i hid a mimic in the bathroom, um lets say it wasn’t pretty
you could probably make a few changes like changing its damage resistances if it has any or changing the type of damage it deals to make it a giant snow pile mimic or a gravel mimic
Currently playing one! Mimic-Changeling hybrid Bard. Art and concept by me, commissioned by me :) This is her ' Spoilered for gory/blood/body horror.
I think there were in older editions, but in the current 5e, I don't think so. There is probably some homebrew, and it would be fairly easy to use the statblock to make a humanoid-flavored mimic. Just use the statblock and some roleplay to have fun with your players. Make sure to have fun with the idea, because it's such a crazy way to mess with your players.
I'm playing two changelings in two separate campaigns, each have their own mimic in them. One of them is currently serving as an engagement ring my changeling has with an ogre barmaid. The other one looks like a trophy that is in the appearance of the current form that my changeling is taking.
Mimics are fun!
I think the places here are great that can easily trick people in my game
I thought psychic was more appropriate to show the trauma from the shock of the potion suddenly trying to eat their face.
I thought psychic was more appropriate to show the trauma from the shock of the potion suddenly trying to eat their face.
My favorite reaction for a mimic is when the chest was legit, but the treasure within was the mimic. Put a big jewel on top and they don't even hesitate! :-)
smart i never thought of that but i'm not the guy who thinks up really smart ways to use mimics
The characters have crushed the boss of the dungeon, who's CR was 2 lower than the characters' levels. They walk past the room to find two paths. One path leads to a room full of bones, skulls, and bone fragments, while the other leads to a room full of treasure, including the magic item the players really want. They enter the room full of treasure, and one character grabs the magic item. Suddenly, the characters hear the treasure hoard shifting around. The door shatters, and part of the wall breaks, filling the doorway with rubble. They are trapped. A psuedopod, mouths, and eyes emerge from the treasure hoard. The characters realize it is a hungry hoard mimic, ready to feast on them. The other room had the actual treasure and the magic item, just disguised with an illusion that affects its texture and partly its shape. The illusion vanishes if the treasure is brought out of the room. The magic item is disguised as a bone, large bone fragment, or skull (your choice).