Mimic Menagerie


Angler Mimic

Angler Mimic

Camouflaged amidst the urban sprawl, the Angler Mimic cunningly masquerades as mundane structures like an alley wall or manhole cover, blending effortlessly into the cityscape. From its deceptive stillness springs a thin, nearly invisible pseudopod, artfully extending towards its gullible, unsuspecting prey. At its end, a lure, remarkably resembling a forlorn kitten, a child, or perhaps conspicuous treasure. It plays on the sympathies or greed of the unwary. This mimic, with a keen intelligence uncharacteristic of its kin, orchestrates elaborate ruses, using its pseudopod to manipulate its lure with unsettling precision. It lies in wait, a silent predator among the hustle and bustle, turning a simple act of concern into a dangerous snare for those drawn by its deceptive manipulations.

Angler Mimic
Large Monstrosity (Shapechanger), Neutral

Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
15 (+2)

Skills Deception +8, Stealth +7
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Lure. As an action, the mimic extends a slimy, nearly invisible pseudopod up to 15 feet from itself to create a lifelike replica of a small creature or object, such as a kitten or a glittering pile of coins, at its end. This replica moves and behaves as realistically as possible to attract attention. The pseudopod and lure are physically connected to the mimic, and The pseudopod is immune to damage, but it is severed if there is no opening at least 1 inch wide between the mimic and the lure. The lure disappears if the pseudopod is severed. A creature that interacts with the lure or pseudopod can discern its true nature with a successful DC 18 Intelligence (Investigation) check.
Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 21 (4d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8+3) piercing damage plus 9 (2d8) acid damage.
Reactions

Ambush Predator. If a creature touches the lure or comes within 5 feet of it, the mimic can make an immediate attack with its pseudopod against that creature as a reaction.

Book Mimic

Book Mimic

Book Mimics blend into libraries and bookshelves, masquerading as ordinary books. They lure prey with their ability to replicate voices and "read" stories aloud. These mimics captivate listeners with their narrations, making it difficult for enchanted listeners to leave their vicinity. When disturbed, such as when someone attempts to open them during their performance, they reveal their adhesive form and attack. Book Mimics lie in wait for the curious and unwary, turning a seemingly harmless action like picking up a book into a potentially dangerous endeavor.

Book Mimic
Tiny Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 40 (9d4 + 18)
Speed 15 ft.
STR
13 (+1)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
16 (+3)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
Voice Acting. This mimic can replicate voices it has heard, and "read" aloud a story. Any creature within 60 feet must succeed on a Wisdom saving throw (DC 13) or become Charmed. Any creature charmed in this way cannot bring themselves to leave the area. They are compelled to listen until the story ends or the mimic nolonger speaks.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 4 (1d8) acid damage.

Building Mimic

Building Mimic

The Building Mimic is an entity shrouded in mystery and often dismissed as mere urban legend. Contrary to popular belief, which portrays these creatures as singular, monolithic entities, Building Mimics are actually a collective—a swarm of Structure Mimics that have come together to form what appears to be an entire building. This hive-like aggregation allows them to operate as a pack, sharing a communal desire to feed and grow. Scholars who acknowledge the existence of these creatures remain divided on their origins; some speculate that the first Building Mimics were formed as a defensive response to large predators, such as giants or dragons, forcing individual mimics to band together for survival. This has led to a complex social structure unseen in other mimic species, allowing them to dominate entire urban landscapes as living, predatory constructs. The notion of a building preying upon its occupants remains a chilling thought for many, ensuring the Building Mimic's place in the annals of monstrous legends.

Building Mimic
Gargantuan swarm of Large monstrosities, Neutral

Armor Class 17 (natural armor)
Hit Points 300 (24d20 + 48)
Speed 0 ft.
STR
23 (+6)
DEX
5 (-3)
CON
25 (+7)
INT
7 (-2)
WIS
16 (+3)
CHA
10 (0)

Skills Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60ft., Tremorsense 60ft., Passive Perception 13
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5

Shapechanger. The Building Mimic can use its action to polymorph into a structure or back into its true, amorphous form, which is a swarm of individual structure mimics. 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 Architecture (Structure Form Only). The Building Mimic may adhere to a creature that enters or ends its turn within the Building Mimic's space. The creature is considered to be grappled (escape DC 21). Ability checks made to escape this grapple have disadvantage.
Corrosive Interior. The Building Mimic may deal 14 (4d6) acid damage to any creature that starts its turn within the mimic's space.
False Appearance (Structure Form Only). While the Building Mimic remains motionless, it is indistinguishable from an ordinary structure.
Swarm. The Building Mimic can occupy another creature's space and vice versa. The Building Mimic can't regain hit points or gain temporary hit points.
Legendary Resistance (3/Day). If the Building Mimic fails a saving throw, it can choose to succeed instead.
Actions

Multiattack. The Building Mimic makes 5 pseudopod attacks.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 12 (1d12+6) bludgeoning damage. Instead of dealing damage, the Building Mimic can grapple the target (escape DC 21). Ability checks made to escape this grapple have disadvantage.
Engulf. As an action, the Building Mimic can engulf a creature grappled by it, moving the creatue to an area within its space.
Legendary Actions

Attack (Costs 1 Action). The Building Mimic makes 1 pseudopod attack.
Summon Mimic (Costs 2 Actions). The Building Mimic summons 1 additional mimic-type monster with a Challenge Rating of 5 or lower within its own space. The summoned mimic acts on its own initiative count. It disappears after 1 hour, when the Building Mimic dies, or if it is reduced to 0 hit points.
Shift (Costs 2 Actions). The Building Mimic shifts its interior, effectively repositioning its walls, entrance, and exit points.

Crystal Ball Mimic

Crystal Ball Mimic

Crystal Ball Mimic's intelligence is a curious anomaly within the mimic family. Scholars theorize that the original Crystal Ball Mimics may have briefly been domesticated by mages and used as magical sentinels or pets, trained to protect valuable or obduscate secrets. Its possible that over time, these creatures absorbed and learned from the spells, incantations, and vast knowledge swirling around them.

Unlike its larger, more traditional kin, this mimic possesses the unique ability to communicate, almost reflexively telling or showing individuals exactly what they desire to hear or see. These tiny mimics prey primarily on small insects. At least in the traditional sense, they are not particularly dangerous. Still though, be wary of what they say or show you.

Crystal Ball Mimic
Tiny Monstrosity (Shapechanger), Neutral

Armor Class 11 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 10 ft. climb 10 ft.
STR
1 (-5)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)

Skills Stealth +3
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Passive Perception 11
Languages Common plus up to 3 other languages, Telepathy 120 ft.
Challenge 0 (10 XP)
Proficiency Bonus +2
Shapechanger. The mimic can use its action to polymorph into an object 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.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Actions

Visceral Projections. As an action, the mimic shifts pigments below the pseudo-crystal shell of its gelatinous body and projects images as it casts one of the following spells without requiring material components: Augury, Identify, or Detect Thoughts (save DC 13). The choice of spell reflects the mimic's attempt to show or tell onlookers what they desire, using its insights to either guide, reveal, or probe deeper into the thoughts of its audience.

Horse Mimic

Horse Mimic

Horse Mimics are elusive and free-spirited creatures that blend seamlessly among wild horse herds. These shapechangers roam plains and forests, adopting a protective role over the herds they join while discreetly feeding on the beasts they ostensibly protect. Their nature makes them resistant to domestication and wary of people, often considering them as competing predators. Still, on rare occasion they have been known to let trusted individual ride them.

Horse Mimic
Large Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Athletics +5, Stealth +3
Damage Immunities Acid
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into a horse 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.
Adhesive (Horse Form Only). The mimic may adhere to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Horse Form Only). A creature must succeed on a DC 15 Wisdom (Perception) check to discern that the mimic is not a real horse.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Pacify. If a creature interacts with the mimic using a successful DC 15 Wisdom (Animal Handling) check, and the mimic has not taken damage from the creature or its allies, the mimic remains passive and does not attack unless provoked.
Trampling Charge. If the mimic moves at least 20 feet straight toward a creature and then hits it with a pseudopod attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions

Multiattack. The horse mimic attacks twice with its Pseudopod and once with its Bite.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

Kitten Mimic

Kitten Mimic

Kitten Mimics are deceptive predators that have evolved to thrive in human-populated areas by adopting the appearance of harmless kittens. These tiny monstrosities use their ability to mimic the playful antics and endearing qualities of young felines to lure in unsuspecting prey, including children and smaller animals. Beneath their cute exterior lies a gelatinous core capable of producing an Enchanting Mew, a sound that charms and draws victims closer, only to reveal their true, dangerous nature when it's too late. With fur that can shift from soft to adhesive in an instant and eyes that sometimes betray an unnatural gleam, Kitten Mimics are a reminder that not all is as it seems in the world of the fantastical.

Kitten Mimic
Tiny Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 27 (6d4 + 12)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
15 (+2)

Skills Deception +6, Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into a kitten 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.
Adhesive (Kitten Form Only). The mimic adheres to anything that touches it. A Medium or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). A creature must succeed on a DC 16 Wisdom (Perception) check to discern that the mimic is not a real kitten.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Spiderclimb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions

Enchanting Mew. The mimic vibrates its body to produce a captivating resonance. Every creature within 30 feet that can hear the sound must succeed on a DC 13 Wisdom saving throw or be charmed until the end of the mimic's turn, feeling compelled to move towards the mimic. A creature charmed in this way can't take reactions and must move its speed towards the mimic on its turn. The charm ends for a creature if it takes any damage or if the mimic makes an attack against it.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

Lantern Mimic

Lantern

Lantern Mimics are nocturnal hunters. They can be found in urban settings, camouflaged as ordinary lamps, lanterns, and chandeliers. They use light and fire to lure and fascinate small game, including domesticated pets. Several peculiarities set these shapeshifters apart from their kin, including their propensity for cooking their prey before eating it and mysterious talent to cast simple spells.

Lantern Mimic
Tiny Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 27 (6d4 + 12)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +4
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +3

Shapechanger. The mimic can use its action to polymorph into an object 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.
Sticky (Object Form Only). The mimic subtly adheres to anything that touches it. Any Medium or smaller creature adhered to the mimic is considered to have grappled the mimic, and they cannot end this grapple at will. To stop grappling the mimic, the adhered creature must succeed a DC 13 Athletics Strength check to pry the mimic off. Ability checks made to end this involuntary grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Brawler. The mimic has advantage on attack rolls against any creature grappling it.
Actions

Spellcasting. The mimic casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: firebolt, light, shocking grasp
1/day: burning hands, daylight
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

Master Wardrobe Mimic

Master Wardrobe Mimic

The Master Wardrobe Mimic is the alpha among wardrobe mimics, combining its predatory prowess with a unique flair for fashion critique. This mimic not only devours its prey but also judges their fashion sense, often redressing victims in absurd outfits as a whimsical final judgment. Its role as a leader and its keen eye for style make it a feared yet peculiar figure among its specific mimic kin.

Master Wardrobe Mimic
Medium Monstrosity (Shapechanger), Neutral

Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 15 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
7 (-2)
WIS
15 (+2)
CHA
10 (0)

Skills Stealth +5, Perception +4
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 30ft., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Consumed Items. Items consumed by the Master Wardrobe Mimic can be found within its corpse if the mimic is slain.
Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Consume. The mimic consumes a Medium or smaller creature grappled by it. The consumed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the mimic’s turns or take 10 (2d6+3) acid damage. If the mimic moves, the consumed target moves with it. The mimic can have only one creature consumed at a time.
Legendary Actions

The Master Wardrobe Mimic can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Master Wardrobe Mimic regains spent legendary actions at the start of its turn.
Swift Grapple (Costs 1 Action). The mimic makes one pseudopod attack against a target. If the attack hits, the target is also grappled.
Fashion Thief (Costs 1 Action). The mimic attempts to remove one item worn or carried by a creature it has grappled. The target must succeed on a DC 15 Dexterity saving throw or the mimic consumes an item of its choice.
Costume Change (Costs 2 Actions). The mimic expels a consumed creature to a point within 10 feet of itself. The expelled creature is disarmed, prone, and humorously redressed in a bizarre outfit or costume.

Mug Mimic

Mug Mimic

Mug Mimics, tiny relatives of the more familiar mimic species, have adapted to blend seamlessly into urban environments, particularly within the confines of taverns and bars. These diminutive creatures are adept at camouflaging themselves as beverage recepticals, lying in wait for an unsuspecting patron. While inherently wild, some Mug Mimics have been domesticated by tavern owners and barkeepers, trained to serve as unorthodox guardians. These domesticated Mug Mimics are used to deter theft, manage unruly guests, and protect valuable stock, all while adding a layer of intrigue and defense to their establishments. Despite their utility, they require cautious handling due to their natural instincts and hazardous abilities.

Mug Mimic
Tiny Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 36 (8d4 + 16)
Speed 15 ft.
STR
10 (0)
DEX
14 (+2)
CON
15 (+2)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)

Skills Perception +6, Stealth +6
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 16
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Sticky (Object Form Only). The mimic subtly adheres to anything that touches it. Any Medium or smaller creature adhered to the mimic is considered to have grappled the mimic, and they cannot end this grapple at will. To stop grappling the mimic, the adhered creature must succeed a DC 10 Athletics Strength check to pry the mimic off. Ability checks made to end this involuntary grapple have disadvantage.
Brawler. The mimic has advantage on attack rolls against any creature grappling it.
Acidic Brew. The mug mimic can fill itself with a potent acidic liquid that resembles beer, ale, or other common drink. A creature that attempts to drink from the mug mimic must make a DC 13 Constitution saving throw. On a failed save, the creature takes 21 (6d6) acid damage and is poisoned for 1 hour. On a successful save, the creature takes half the damage and isn't poisoned.
Actions

Acid on Tap (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 23 (6d6+2) acid damage
Acid Spill. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4+2) acid damage

Pet Bed Mimic

Pet Bed Mimic

The Pet Bed Mimic is a cunning and deceptive predator, masquerading as an inviting resting place for household pets. At first glance, it appears as a soft, plush bed, often adorned with enticing fabrics and cozy cushions that mimic the look and feel of a genuine pet bed. Its ability to emit a unique pheromone scent makes it particularly dangerous, as this unique aroma is irresistible to beasts, drawing them into its clutches under the guise of a safe haven. Once a creature comes into contact, the mimic's adhesive nature traps the unsuspecting animal, revealing the monster's true, terrifying form only when it's too late. This mimic preys on the natural instincts of animals seeking comfort, turning their most vulnerable moments into a deadly trap.

Pet Bed Mimic
Medium Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Beast Nip. The mimic releases a potent scent appealing to a broad range of beasts. Within a 20-foot radius, any beast that catches this scent must make a DC 13 Wisdom saving throw or be irresistibly drawn to the mimic, using its movement on its next turn to approach what it perceives as a comforting resting spot.
Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

Postbox Mimic

Postbox Mimic

Postbox Mimics are crafty predators that have adapted to urban environments, taking on the form of postboxes to exploit the unsuspecting residents and mail carriers who reach inside them. These mimics secrete an acidic neurotoxin that not only injures but paralyzes their prey, ensuring an easy meal. Clever mail professionals and observant city dwellers, having recognized the threat, began using patchouli oil on their wrists, a scent and taste so repulsive to the Postbox Mimics that it effectively deters them. As a result, some have turned these dangerous entities into unwitting guardians of their correspondence, feeding them raw meat to satiate their hunger and using their predatory nature as a defense against mail theft. Woe be to the unsuspecting mail thief and their one remaining arm.

Postbox Mimic
Medium Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Actions

Multiattack. The mimic makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.
Stamp Lick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed for 1 minute. The paralyzed target can attempt a new saving throw at the end of each of its turns, ending the effect on itself with a success.

Potion Mimic

Potion Mimic

Potion Mimics, trained by devout priests and philosophical healers, seamlessly blend into collections of salves and potions. They intuitively assess the beliefs of those who interact with them, attacking any misaligned with their last owner's creed. True however to their amorphous nature, these monsters will shift in loyalty, adopting the alignment and convictions of those who best them.

Potion Mimic (monster)
Tiny Monstrosity (Shapechanger), alignment varies

Armor Class 12 (natural armor)
Hit Points 40 (9d4 + 18)
Speed 15 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
5 (-3)
WIS
16 (+3)
CHA
6 (-2)

Skills Insight +7, Stealth +6
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Change of Faith. When the Potion Mimic (monster) is reduced to 0 hit points, it becomes the Potion Mimic (magic item).
Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Regeneration. The mimic regains 3 (1d4+1) hit points at the start of its turn.
Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Acid Splash. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4+2) acid damage
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 4 (1d8) acid damage.
Potion Mimic (magic item)
Wondrous Item, rare (requires attunement)

Test of Morals. Once per day, as an action, the attuned individual can command the Potion Mimic to produce a single sip of mysterious red liquid. This must be immediately consumed by the attuned individual or fed to a willing or unconscious creature within 5 feet.
  • If the consumer shares an alignment with the attuned creature, the potion heals them for 1d4+1 hit points.
  • If the consumer does not share an alignment with the attuned creature, the potion inflicts 1d4+1 acid damage.
Loyal to the Creed. If the attuned creature falls unconscious with the Potion Mimic on their person and the Test of Morals feature has not been used that day, the Potion Mimic will automatically use its single daily use to heal the attuned creature at the start of their next turn.
Lost Faith. If the attuned creature becomes unattuned from this item, it becomes the Potion Mimic (monster).

Structure Mimic

Structure Mimic

Structure Mimics represent an unfortunate adaptation of the common mimic, grown excessively large due to a combination of overfeeding and a sedentary existence. No longer capable of the nimble movements of their smaller kin, these large mimics have adapted by assuming the form of and replacing stationary structures found within buildings. This adaptation allows them to occupy and control significant portions of a structure, lying in wait for unsuspecting prey. Their increased size, however, comes at the cost of a reduced ability to blend seamlessly into their surroundings, making them somewhat more detectable to the wary observer. Despite this, the sheer unexpectedness of encountering a predatory wall, floor, or staircase makes Structure Mimics formidable and terrifying predators in any inhabited area.

Structure Mimic
Large Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 0 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +3
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic may adhere to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a Medium or smaller creature, it is swallowed by the mimic. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 10 (3d6) acid damage at the start of each of the mimic’s turns. If the mimic takes 20 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a random space within 5 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Tome Mimic

Tome Mimic

The Tome Mimic is a rare and venerable counterpart to the more common Book Mimic, distinguished by their advanced intellect and unique abilities. These elder mimics have been nurtured and educated through generations of devout priests, monks, and other religious figures, absorbing the sacred texts and liturgies to which they were exposed. Possessing the remarkable ability to speak, Tome Mimics can articulate complex theological arguments and recite holy scriptures with eloquent fluency.

Tome Mimics are not merely passive predators; they serve a higher purpose within religious communities. In times of need, such as the illness or absence of a cleric or holy person, a Tome Mimic can step into the breach, delivering sermons and conducting services with such conviction that they are indistinguishable from the real thing to all but the most discerning observers.
When threatened or desecrated, a Tome Mimic employs both physical might and divine invocations to protect itself and the sacred space it guards. Their presence in a church or cathedral is often a well-guarded secret, known only to a select few within the highest echelons of the religious order.

Tome Mimic
Tiny Monstrosity (Shapechanger), alignment varies

Armor Class 16 (natural armor)
Hit Points 77 (14d4 + 42)
Speed 30 ft.
STR
21 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
10 (-0)
WIS
16 (+3)
CHA
16 (+3)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 13
Languages Common plus up to 3 other languages
Challenge 5 (1800 XP)
Proficiency Bonus +3

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Merciful. All damage dealt by this mimic is non-lethal. Creatures reduced to 0 hit points by this mimic are not killed outright; instead, they are rendered unconscious and are automatically stabilized without needing to make death saving throws. They remain unconscious for 1d4 hours or until they regain at least 1 hit point through magical healing or other means.
Actions

Multiattack. The mimic attacks twice with its Pseudopod and once with its Bite.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4+5) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) piercing damage plus 9 (2d8) acid damage.
Sermon. As an action, the mimic begins to recite a captivating sermon. Creatures within 30 feet that can hear the sermon must succeed on a DC 15 Wisdom saving throw. On a failed save, a creature is charmed, falls prone, and can take no actions other than to worship the mimic and repeat its words. A charmed creature makes another Wisdom saving throw at the end of each of their turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to the mimic's Sermon for the next 24 hours.
Reactions

Damnation. As a reaction to a creature succeeding on a saving throw against its Sermon, the Tome Mimic can magically unleash a fiery retort. The creature must make a DC 15 Dexterity saving throw, erupting in fire and taking 11 (2d10) fire damage on a failed save.

Wardrobe Mimic

Wardrobe Mimic

The Wardrobe Mimic is a formidable and aggressive variant of the common mimic, distinguished by its chosen appearance as an ordinary wardrobe. With a more predatory nature than its kin, this mimic foregoes the slow consumption of its prey in favor of engulfing them whole, stretching its form to accommodate victims surprisingly larger than its outward appearance suggests. Once close enough, the Wardrobe Mimic reveals its gaping maw, swiftly enveloping its prey and dissolving them with potent digestive enzymes. This mimic's aggressive hunting method and ability to consume creatures whole make it a particularly dreaded entity among those who dare to explore abandoned homes and forgotten mansions.

Wardrobe Mimic
Medium Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Consume. The mimic consumes a Medium or smaller creature grappled by it. The consumed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the mimic’s turns or take 7 (1d8+3) acid damage. If the mimic moves, the consumed target moves with it. The mimic can have only one creature consumed at a time.

Mimic

Mimic

Mimics are shapeshifting predators able to take on the form of inanimate objects 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.

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 or provide useful information in exchange for food.

Mimic
Medium Monstrosity (Shapechanger), Neutral

Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object 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.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage If the mimic is in object form, the target is subjected to its adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.