Homebrew Mimic Species Details

The barkeeper asked why we carried weapons on us in the bar.

I said, "mimics."

The barkeeper laughed.

The party laughed.

The table laughed. 

And that's how we met our rogue.

Mimics are shapeshifting predators able to take on the form of inanimate object to lure creatures to their doom.  In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.  Some mimics have learned that an even more readily available source of food can be garnered by adventuring, which grants the mimic the opportunity to see exotic monsters, meet interesting people, and then eat them.

Imitative Predators

Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with.  A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.

When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it.  The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself

Cunning Hunters

Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures.  Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon.  Such mimics might allow safe passage through their domains, provide useful information, or even join an adventuring party in exchange for food.

Mimic Personality

You can use the Mimic Quirks table to determine a personality quirk for a mimic character or to inspire a unique mannerism.

Mimic Quirks

d10 Quirk
1 You see enemies as prey.  Those who stand against you are dead meat anyway, so why not eat them as such?
2 You are something of a gourmand among mimics and have developed an appetite for a specific type of prey creature, and will go to great lengths for the opportunity to hunt it.
3 Your solution to most problems is to wait them out.  Whenever waiting does not appear to be a viable solution to the problem, your fallback is to bite it.
4 Food exists to be eaten, items are meant to be used.  The concept of rationing or saving a consumable item for later is utterly alien to you.
5 Of all the objects you are capable of shapechanging into, you consistently take the form of one specific and unusual one, even if such an item would be out-of-place in your current environment.
6 You are literal-minded.  You do not understand metaphors, similes, hyperboles, sarcasm, or irony, and take anything said at face value based on the exact meaning of the words.
7 Your method of exploring and investigating and evaluating the world around you is based almost exclusively on how it tastes.
8 You hate the taste of cooked food, and prefer your meals in the raw.
9 Though you can speak, you are not well-versed in conversation.  However, you are well-versed in mimicry.  When speaking with other creatures, you often resort to repeating their words back to them, even going so far as to copy their tone and mannerisms as best you can.  You are also very good at voice impressions.
10 Your vocabulary is limited, so you make do with the words you know.  Words such as "stuff", "thingy", "place", "wossname" (what's-the-name), and "wossaface" (what's-his/her-face) replace a painfully large number of nouns and verbs when you talk.  For example, when relaying instructions to party members, you may say something like this: "We need to go to the place (market) to buy some thingies (sachets of incense) for wossaface (the party's cleric) so he can do stuff (a magic ritual) for the wossname (deity he serves)."

Mimic Names

As solitary creatures native to dungeons and the Underdark, mimics don't have much use for names.  They rarely if ever need to address or be addressed by another living thing.  They are indifferent about the topic, and will usually allow their companions to name them; though it may be a while before it fully associates that the word chosen is in reference to itself.

Adventurers who interact with mimics tend to name them after the mimic's preferred form, a pun derived thereof or a word describing its nature.  Some examples include: Boxy, Chesty, Rocky, Woody, Urny, Crate-ohs, Ferris, Mimi, Chompy, Chewy, Pandora, and Jack.

Mimic Traits

Your mimic character has the following racial traits.

Ability Score Increase

Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.

Age

Mimics reach adulthood at age 10, though it is currently unknown how long of a lifespan they have.  Several specimens have lived for well over a century.

Alignment

Mimics are natives to the hostile and harsh environments of the Underdark and the depths of dungeons where resources are scarce and dangers abound.  They have a literal eat-or-be-eaten mentality; but are not entirely mindless eating machines. They only eat sentient creatures if they feel there is no alternative, and are open to negotiate, bartering for food.  They are usually neutral, doing only what they need to in order to survive.

Size

As amorphous shapeshifters it is difficult to provide an exact size for mimics, as that size is subject to change at a moment's notice.  Generally, however, a mimic occupies 125 cubic feet: a 5-foot by 5-foot by 5-foot space.  Your size is Medium.

Speed

You are an ambush predator adapted to a sedentary life, waiting for your prey to come to you.  You are not well adapted for movement, using your pseudopods to drag yourself along the floor or oozing along in an amorphous form. Your base walking speed is 15 feet. 

At 5th level you adapt to a more mobile lifestyle, and your base movement speed increases to 25 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Shapechanger

You can use an action to polymorph into an object or back into your true, amorphous form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.  While you remain motionless while polymorphed, you are indistinguishable from an ordinary object.

Stalker

You are trained in the Stealth skill, and use double you proficiency bonus whenever you make a Stealth check.

Adhesive

While you are polymorphed into an object you adhere to anything that touches you. A Huge or smaller creature adhered to you is also grappled by you.  The escape DC for this grapple equals 8 + your Strength modifier + your proficiency bonus.  Ability checks made to escape this grapple have disadvantage.

Grappler

You have advantage on attack rolls against any creature grappled by you.

Natural Defenses

Due to the amorphous nature of your body, you are ill-suited to wearing armor. Instead, you are able to shapechange your body's surface into a hardened carapace, granting you a natural AC of 10 + your Constitution modifier (your Dexterity modifier doesn’t affect this number.  If a class grants you the Unarmored Defense class feature, that feature replaces this one).  You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Additionally, you are immune to acid damage, and to being knocked prone.

Natural Weapons

Due to your amorphous body, using pseudopods instead of properly formed hands, you are ill-suited to wielding weapons. You cannot apply your proficiency bonus to any weapon you wield.  Instead, you possess a series of natural weapons with which you are proficient. 

Pseudopod.  Your pseudopod is a natural weapon, which you can use to make unarmed strikes.  If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength modifier.  Additionally, if you are polymorphed into an object, the target is subjected to your Adhesive trait.  Your pseudopod is considered to have the Finesse property for the purpose of meeting the requirement of a feature or attack requiring a weapon with that property. 

Bite.  Your fanged maw is also a natural weapon, granting you a bite attack that you can use as an unarmed strike.  If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier plus an addition 1d8 acid damage.  Your bite is considered to have the Finesse property for the purpose of meeting the requirement of a feature or attack requiring a weapon with that property. 

Monstrous Nature

Your creature type is monstrosity. You can be affected by a game effect if it works on your creature type.  You are immune to game effects that specifically target creatures of another type.

Languages

You can speak, read, and write Common and Undercommon.

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2018 5:50:16 AM
5043
20
1.0
Coming Soon
3/10/2019 11:43:34 PM
1231
26
1.2
Coming Soon
2/12/2021 1:08:53 AM
2125
102
1.3
Coming Soon
2/18/2021 6:25:10 PM
101
4
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes