Homebrew Enlightened Mimic Species Details

Through magical experimentation, evolution or freak chance, an Enlightened Mimic has gained self-awareness. While they start smaller and less dangerous than their animalistic cousins, an Enlightened Mimic has the potential to be a powerful enemy, or a steadfast companion.

Mimics are ooze-like creatures originating in the Feywilde. Influenced by the malleable and surreal magic of the Feywild, they can take the shape of almost anything. Mimics split off to make offspring that start about the size of a domestic cat, and then continue to grow in size and power over time. In the Feywilde, some Mimics imitate houses, or even castles or natural formations.

In their natural form a Mimic resembles an ooze, an amorphous blob with no limbs or discernable anatomy. Mimics rarely ever inhabit this form however, choosing instead to imitate objects with uncanny accuracy. A Mimic is an ambush predator, seeking to devour the unwary.

 

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Enlightened Mimic Traits

Your Mimic character has the following traits:

Size

You are Small.

False Appearance

While the mimic remains motionless, it is indistinguishable from an ordinary object.

Bite Attack

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Weapon and Armor Proficiencies

You are not proficient with any weapons or armor, even if your class gives you weapon or armor proficiencies.

Swallow Whole

At 3rd level, when you hit with a Bite attack vs a target one size or more smaller that you that you are grappling, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects originating outside yourself, and everything other than you has total cover against attacks and effects originating from the target. You can choose to inflict 2d6 acid damage at the start of each of your turns as a bonus action. You can have only one target swallowed at a time. If you are disabled or killed, a swallowed creature is no longer restrained and can escape from your body using 5 feet of movement, exiting prone. If your target dies while still swallowed, you digest any organic materials and can then regurgitate the rest as an action.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. 

You are a Monstrosity.

Shapechanger.

The mimic can use its action to polymorph into an object within 1 size category of the Enlightened Mimic, 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. Only inanimate objects can be imitated convincingly. Any attempt to polymorph into a creature will have uncanny results, and an opposed Disguise roll will have to be rolled at disadvantage to fool another creature.

In either form the Enlightened Mimic is capable of moving, and as a reaction it can manifest a mouth, up to four limbs and up to four eyes. The limbs can either be parts of the form (ie table legs), animal or human-like limbs or tentacles. The mimic can only use a maximum of two limbs simultaneously to hold and manipulate objects, cast spells or wield weapons. These body parts can be manifested anywhere on the Enlightened Mimic's body, and do not have to correspond to any anatomy or components the object already has.

The Mimic can only use equipment it can reasonably wear on the form it takes, up to the maximum number of items that a player character of that class can use at once. IE if your form includes arms, you can equip rings. If your form can fit a hat or helmet, ie as a hatstand, then you can equip and benefit from the magic of said items.

Adhesive

The Enlightened Mimic can adhere to anything that touches it. Mimics gain advantage on rolls to Grapple, and the Enlightened Mimic has a climb speed equal to half of its walk speed.

Resistances

The Enlightened Mimic is resistant to acid damage, and immune to the Prone condition.

Senses

Darkvision 60 ft

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2023 8:27:45 PM
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