Homebrew Aberrant Mimic Species Details

The Aberrant Mimic is an extremely close descendant, if not a near genetic copy, of a regular Mimic with the few exceptions regarding its intelligence and goals.
Aberrant Mimics are Mimics which have begun to think, feel and understand the world, they are creatures that have realised there is more than food to hunger for, there is more people to trick, to taste, to kill. 

They are Mimics, that through living a countless number of years, have developed advanced thought and conciousness, you may have met creatures similar to these in the past in the form of gate guardians or item keepers, things that instead of trapping you, merely ask for sacrifices of objects, food or other things. But these aren't Aberrant Mimics.

The Mimics mentioned are smart enough to not attack an armed party, but that's near the extent, the Aberrant Mimic is on par with human levels of intelligence, using their shape changing ability to take a humanoid form and actually spend time in human society, sometimes they are indesinguishable from regular people. They can work for money, live a normal life, but each Aberrant Mimic still craves, it hungers, what it hungers for is always different. Money, strength, love, joy, knowledge, influence, equality, jewls, anything goes.

They consider themselves human, in their own way. They go far enough to look like them, talk like them, live like them and even ask for the same treatment. Though, they can really be whatever they want, that's what makes them special. The ability to question their own worth, their goals, what they hunger for and what they want to feel.

This, is the Aberrant Mimic.

Aberrant Mimic Traits

Aberrant Mimic Traits

Proficiencies

You gain expertise in performance or deception and have a proficiency in Stealth.

Age

Aberrant Mimics typically begin their advanced level of thought at around the age of 100, but as Mimics are similar to Ooze and live for centuries, this is just a blip in their life span, as they typically live to around 5 century old

Size

Aberrant Mimics typically take the appearence of the humanoid race they like or respect the most, Orc, Goliath, Human, Elf, etc, and as such take their appropriate sizes.

Alignment

Like regular Mimics, they tend towards neautrality. Though can stray for either side.

Appearance

They look like the respective race they wish to take after with the exception of their typical dark yellow/fire orange eyes, and the fact they will always have 4 eyes.

Dark Vision

You can see in dim light like it was bright light for 60 feet and dark light like it was dim light.

Shape Changer

The mimic can use its action to polymorph into an object or back into its original humanoid 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 Large or smaller creature adhered to the mimic is also grappled by it (escape DC is 9 + your proficiency). Ability checks made to escape this grapple have disadvantage. 

(This ability only works if somebody touches you whilst you're in object form, in your normal form you need to make grapple rolls as normal)

False Appearance

When you change into an object, roll a d20 and add your deception modifier, that will be the level of insight needed to tell you apart from a normal object.

(Repeat this roll every 10 minutes. Nat 20's only count as a DC 20 instead of it being impossible to tell you apart for 10 minutes)

You are also able to turn into other people and take on their appearence, though as you will have 4 eyes, you'll need to find a way to cover 2 of them or be instantly found out. Though even if these eyes are covered, people roll advantage to find you out if you choose to become another person.

Grappler

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

Amorphous

You are able to fit through gaps as small as 1 inch wide without squeezing

Sticky hands

You are able to climb walls with a movement speed of 20, ceilings count as rough terrain and half that movement speed.

Wooden hide

Your skin is as hard as oak due to continuously hardening it, granting you an unarmoured AC of 11 + your dexterity

Ability score increase

You get a +2 to charisma and a +1 to either intelligence or strength

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2019 9:50:59 AM
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5e
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