Homebrew Aasimar Touched Mimic (2.0) Species Details

A scratching, screeching noise emanates from the floorboards of a tavern, or perhaps a treasure chest in a dungeon, ready to split in half into a gaping maw of teeth. Mimics hide in the shadows, concealing their true forms. They usually take a more humanoid form when not disguised as objects, becoming a writhing mass of teeth and purple tentacles. All Mimics also have 4 reddish brown eyes and a purple, drooping tongue. However, sometimes a Mimic does not wish to serve whichever wizard created them, instead choosing to roam the lands to achieve their goals. These Mimics have been enchanted by an Aasimar, to be intelligent and stuff.

They are sly and monstrous creatures, always waiting for their next catch. Mimics can take the shape of any object of at most 6 feet wide, 6 feet long and 6 feet deep. They may not become any kind of wondrous item.

Most Mimic names are usually 1-2 syllables long, with many vowels. A lot of Mimics aren't even given names, being created by their wizard and left to do the wizard's bidding.

 

Aasimar Touched Mimic (2.0) Traits

The Mimic's species traits can easily derail games, being able to shapeshift into almost any object at level 1 is a very powerful thing to have, so Dungeon Masters must make sure to be ready for this creature.

Shapeshifting

Mimics can shapeshift into any object which is at least 0.2 feet wide, deep and long and at most 6 feet wide, deep and long. Their weight and size will change to fit the shape of this object. Other creatures must roll a DC 18 Wisdom throw to figure out that you're disguised as an object, or else they'll be completely convinced that you are absolutely not a mimic. When not shapeshifted, Mimics take on an amorphous, humanoid form made up of purple tentacles , teeth and 4 reddish brown eyes. 

Bite

Use your powerful jaw to clamp down on a foe. The foe must win a DC11 Dexterity saving throw, or take 1d6 damage and be grappled. At level 3, this deals 2d6 damage. At level 5 this deals 3d6 damage

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Mimics reach maturity by age 0. Mimics, on average, live until the day that the wizard who created them dies, or once the spell the wizard used to make them is dispelled.

Alignment

The majority of Mimics are chaotic alignments, and are also more likely to not be a good alignment (although there still are a lot of good mimics).

Speed

Your base walking speed is 35 feet.

Languages

You can speak, read, and write Common and also whichever language the wizard who created you spoke.

Previous Versions

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