Mimics - Impersonator and Spawn

by VaranSL

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Impersonator Mimic

Medium Monstrosity (shapechanger), neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 21 (+5) 24 (+7) 20 (+5) 22 (+6)

  • Saving Throws Con +10, Int +12, Cha +11
  • Skills Deception +16, Stealth +14
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses Darkvision 60 ft., Passive Perception +15
  • Languages Common plus three more
  • Challenge 16 (15,000 XP)

Shapechanger. The impersonator mimic can use its action to polymorph into a medium humanoid, 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 (Humanoid or Object Form Only). The impersonator mimic can choose to adhere to anything that touches it. A Huge or smaller creature adhered to the impersonator mimic is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the impersonator mimic remains motionless, it is indistinguishable from an ordinary object.

False Appearance (Humanoid Form Only). While the impersonator mimic is in its humanoid shape, it is indistinguishable from an ordinary humanoid.

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

Call to Harvest. As a bonus action, the impersonator mimic can choose one creature within 30 feet of it and urge its mimic allies to attack that creature, granting advantage on all attack rolls against it. This effect ends at the end of the impersonator mimic's next turn.

Magic Resistance. The impersonator mimic has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The impersonator mimic's spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring only verbal components:

At will: charm monster, compulsion, hypnotic pattern, suggestion

3/day each: dominate monster, mass suggestion, modify memory

Actions

Multiattack. The impersonator mimic makes two Pseudopod / Unarmed Slam attacks.

Pseudopod / Unarmed Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) piercing damage plus 14 (3d8) acid damage.

Reactions

Absorb. As a reaction when a mimic spawn ends its turn on the impersonator mimic's space, the impersonator mimic can absorb the mimic spawn and add its remaining hit points to the impersonator mimic's hit point total. This can not increase the impersonator mimic's hit points past its max hit points.

Impersonator Mimic

A young girl begs for bread at the door, and an old lady’s act of kindness is her last. Then, in the form of the old lady, an impersonator mimic lures a passing farmhand inside, begging for help moving a table. Next, as the farmhand, it accompanies a team of woodcutters. For the mimic, each persona it assumes means another victim’s unmarked grave.

Impersonator Mimics in Combat

An impersonator mimic hunts by luring prey into a trap. In ruins and other remote locations, an impersonator’s lair is inhabited by mimic spawn posing as objects suited to the environment.


Mimic Spawn

Tiny Monstrosity (shapechanger), neutral


  • Armor Class 12 (Natural Armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 5 (-3) 13 (+1) 8 (-1)

  • Skills Stealth +4
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses Darkvision 60ft., Passive Perception 11
  • Languages --
  • Challenge 1/2 (100 XP)

Shapechanger. The mimic spawn 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 spawn adheres to anything that touches it. A medium or smaller creature adhered to the mimic spawn 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 spawn remains motionless, it is indistinguishable from an ordinary object.

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

One with Master. The mimic spawn can end its move in the same space as an impersonator mimic. While it occupies an impersonator mimic’s space, the mimic spawn moves with the impersonator mimic and cannot attack, be targeted, or take damage. Up to four mimic spawns can occupy an impersonator mimic’s space.

Actions

Pseudopod. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) 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: 5 (1d4 + 2) piercing damage plus 3 (1d4) acid damage.

Mimic Spawn

They scuttle and crawl through windows, doors, and chimneys in search of prey. Each mimic spawn shares the horrid form of an impersonator mimic, shifting shape under its master’s direction.

Mimic Spawn in Combat

Mimic spawn stay in object form until prey is engaged in combat. The spawn stay close to their impersonator master, ready to sacrifice themselves for its sake.


Old Mimic

Large monstrosity (Shapechanger), neutral


  • Armor Class 15
  • Hit Points 130
  • Speed 15ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

  • Skills Stealth +6
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses Darkvision 60Ft., passive Perception 11
  • Challenge 5 (1,800 XP)

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.


Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 18 (3d8 + 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 5ft., one target. Hit 18 (3d8 + 3) piercing damage plus 10 (2d8)acid damage.

 

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