Mimic
5.5emedium monstrosity, neutral
Defense
Proficiencies & Senses
Traits
Traits
Adhesive (Object Form Only)
The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Actions
Bite
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) piercing damage plus 2 (1d4) acid damage, or 11 (2d8+3) piercing damage plus 2 (1d4) acid damage if the target is Grappled by the mimic.
Pseudopod
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) bludgeoning damage plus 2 (1d4) acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Shape-Shift (Bonus Action)
The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed.
Reference Text
Mimics are shape-shifting monstrosities that take the form of common objects, typically chests, doors, or other furniture, to lure unsuspecting prey. They are neutral creatures, neither inherently good nor evil, but driven by a primal instinct to feed. Their true form is a blob-like mass with a maw filled with teeth and a pseudopod capable of delivering powerful blows. Mimics are known for their adhesive secretion, which they use to trap creatures that touch them, making escape difficult. They are often found in dungeons, ruins, and other places where treasure hunters are likely to tread. Despite their monstrous nature, they are not mindless; they possess a cunning intelligence that allows them to choose convincing disguises and ambush their prey effectively. Mimics are solitary hunters, relying on stealth and surprise rather than numbers. They are immune to acid damage and cannot be knocked prone, making them resilient opponents in combat. Their ability to shape-shift at will allows them to blend into their surroundings, making them a constant threat to adventurers who let their guard down.