MIMIC – 5e stats

Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)12 (+1)15 (+2)5 (-3)13 (+1)8 (-1)

Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Languages –
Challenge 2 (450 XP)

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.

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.

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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A mimic is a shapeshifting predator that can take on the form of any inanimate object, such as a chest, a door, a barrel, or a table. It uses this ability to lure unsuspecting creatures close enough to attack them with its powerful jaws and adhesive pseudopods. A mimic can also alter its color and texture to match the appearance of the object it is imitating, making it almost indistinguishable from an ordinary item. A mimic’s true form is that of an amorphous blob of grey goo, which it rarely reveals unless it is threatened or dying.

A mimic is a magically-created creature with a hard rock-like outer shell that protects its soft inner organs. There are two varieties of mimics: the smaller, more intelligent common mimic, and the larger, less intelligent killer mimic. Common mimics occupy about 150 cubic feet (a chest, or a large door frame). Killer mimics occupy about 200 cubic feet. Mimics’ natural color is a speckled grey that resembles granite. Mimics can alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper); it takes one round to make the desired alteration. They cannot lose mass in this transformation (they must remain the same size, though they may radically alter their dimensions).

Common mimics have their own tongue (corruptions of the original language spoken by their wizard creators) and can also be taught to speak in common and other languages. Killer mimics are incapable of speech.

COMBAT

A mimic prefers to ambush its prey by remaining motionless until it senses a creature within its reach. It then lashes out with its pseudopods, which exude a sticky substance that adheres to anything that touches it. A creature that is stuck to the mimic is also grappled by it, and has disadvantage on any attempts to escape. The mimic then tries to bite its victim with its sharp teeth, which can inflict both piercing and acid damage. A mimic has advantage on attack rolls against any creature grappled by it.

A mimic is not very intelligent, but it can learn from its experiences and adapt to different situations. It can also communicate with other mimics using sounds and vibrations, though it has no language of its own. A mimic can be fooled by clever tactics or magic, such as illusions or disguises. A mimic is also vulnerable to fire and sunlight, which can damage its flesh and ruin its camouflage.

Any powerful light source can easily blind them, including direct sunlight. Along with glue, they can excrete a liquid that smells like rotting meat; this attracts smaller, more common prey (usually rats). Mimic ichor is useful in the creation of polymorph self potions, and their glue and solvent sacs can be sold to alchemists. Other internal organs are useful in the manufacture of perfumes. The mimic’s internal organs are considered tasty delicacies in some cultures.

HABITAT / SOCIETY

A mimic can be found in almost any environment where there are objects that it can imitate, such as dungeons, ruins, cities, or forests. It often chooses a location that is frequented by adventurers or other potential prey, such as treasure rooms, trapdoors, or secret passages. A mimic can survive for long periods of time without food or water, as it can enter a state of dormancy where it slows down its metabolism and conserves its energy.

A mimic is usually solitary, but sometimes it forms a loose association with other mimics in the same area. These mimics may cooperate to hunt larger or more dangerous prey, or to defend themselves against common enemies. A mimic may also form a symbiotic relationship with another creature, such as a goblin or a kobold, who provides it with food or protection in exchange for a share of its loot or a safe hiding place.

Mimics live underground, where they can avoid sunlight. They are solitary creatures; this is to ensure that each mimic has a large grazing area. They have no culture; their primary concerns are survival and food. Common mimics are quite intelligent and will gladly offer information in exchange for food. Killer mimics attack regardless of attempts at communication. Mimics have no moral code and no interest in culture or religion. Wizards who use them as guardians have sometimes found them to be less than enthusiastic about obeying their commands.

ECOLOGY

A mimic is a carnivorous creature that feeds on any living being that comes within its reach. It can digest almost any organic material, including bones, metal, wood, or cloth. It can also absorb some of the properties of the objects or creatures it consumes, such as hardness, elasticity, or magic. A mimic does not need to eat very often, as it can store excess nutrients in its body for later use.

A mimic reproduces by budding, which means that it splits off a part of itself that grows into a new mimic over time. This process usually happens when the mimic has consumed enough food and energy to sustain itself and its offspring. A new mimic inherits some of the traits and memories of its parent, but also develops its own personality and preferences. A mimic reaches maturity after about a year, and can live for several decades if not killed by predators or adventurers.

Mimics pose as stonework, doors, statues, stairs, chests, or other common items made from stone, wood, and metal. Their skin is covered with optical sensors that are sensitive to heat and light in a 90-foot radius, even in pitch darkness. They can sense the presence of living creatures and their approximate location, size, and shape.