The Mime is a former wizard turned evil bard due to the corrupting force of Shadowfell. Using the most evil of artforms, this French being won’t speak in any known languages and hates all bards.

The Mime

Medium Humanoid (French), any Evil alignment


  • Armor Class 15
  • Hit Points 166 (25d8 + 50)
  • Speed 35ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 16 (+3) 16 (+3) 22 (+6)

  • Saving Throws Wis +7, Cha +10
  • Skills Deception +14, Performance +14, Sleight of Hand +10
  • Damage Resistances psychic, necrotic
  • Damage Immunities thunder
  • Condition Immunities blinded, charmed, frightened, paralyzed, petrified
  • Senses blindsight 10 ft., darkvision 90 ft., truesight 90 ft., passive Perception 13
  • Languages French, understands Common and Undercommon but refuses to speak
  • Challenge 8 (6,000 XP)

Silent Casting. All spells cast by the Mime do not require verbal or material components to be cast, but still require somatic components.

Permanent Aura of Silence. Once battle begins, the Mime activates its Aura of Silence in a 20ft radius centered around itself. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. This aura does not require concentration and cannot be dispelled.

Mimical Inspiration (3/day). The Mime can choose to expend a Mimical Inspiration die (1d12) and add it to a spell damage roll. The Mimical Inspiration die is then expended.

Avoidance. If the Mime is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Magic Weapon. The Mime’s weapon attacks are magical.

Legendary Resistance (2/day). If the The Mime fails a saving throw, it can choose to succeed instead.

Mind of the Mime. Out of combat, the Mime can sense everything a Mimion senses at all times. The psionic connection can be severed at will by the Mime and can only be noticed by a DC 19 Insight check or through magical mind reading.

If another creature tries to read the Mimion’s thoughts while the Mime is possessing it, both the Mimion and creature must make a DC 19 Intelligence saving throw or suffer 6d6 psychic damage, taking half damage on a success. A Mimion automatically fails this save.

Spellcasting. The Mime is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). The Mime can cast shield at will and has the following spells available:

  • Cantrips (at will): vicious mockery (3d4, gestured), mage hand, minor illusion
  • 1st level (4 slots): dissonant whispers, shield (at will), magic missile, cure wounds, feather fall
  • 2nd level (3 slots): lesser restoration, phantasmal force, misty step
  • 3rd level (3 slots): counterspell, dispel magic, slow
  • 4th level (3 slots): hallucinatory terrain, phantasmal killer, dimension door, death ward*
  • 5th level (2 slots): synaptic static, animate objects
  • 6th level (1 slot): Otto’s irresistible dance
  • 7th level (1 slot): project image
  • 8th level (1 slot): power word stun (reflavored to power gesture stun)
  • *The Mime casts this spell before combat without using a spell slot to prepare for its special reaction.

Actions

Mimvisible Warhammer. Melee Weapon Attack: +6 to hit, roll with advantage, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning plus 3 (1d4 +1) necrotic damage. Unless targeted creature has Truesight, attack with advantage. The warhammer is completely invisible and intangible to all creatures without Truesight and cannot be disarmed from the Mime. It turns into an invisible warhammer (2d8 + 2 + STR, 1d4 necrotic) advantage on first attack each round) upon defeat.

Bonus Actions

Taunt (5/day) The Mime can use a bonus action on its turn to target one creature within 100 feet of it. The target must succeed on a DC 19 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the Mime’s next turn. Roving Silent Sphere The Mime can conjure or move a 10 ft. sphere of silence to any area within 100 ft. of itself. This sphere is different than the Mime’s silent aura and there can only be one silent sphere at a time.

Special Reaction

Escape Button (1/day, special) Upon hitting 0 hp and triggering Death Ward, the Mime pretends to be dead. The Mime’s beret then glows and casts Misty Step to move the Mime 30 ft away, casts an 8th level Cure Wounds (50 hp, 8d8+4) without expending a spell slot on itself, and rearranges the maze.

This will be used even if the Mime has already used its reaction this round or would normally be unable to.

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The Mime

 

 

Legendary Actions

The mime can take 2 legendary actions per turn, 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 Mime regains spent legendary actions at the start of its turn.

Cantrip. The Mime casts a cantrip.

Attack The Mime makes an attack with its Mimvisible Warhammer.

Trapped in a Box (Recharge 5-6). The Mime conjures a 10x10x10 indestructible and invisible box around a creature. The creature must make a DC 19 Dexterity saving throw at disadvantage or be trapped until the end of the Mime’s next turn.

A creature inside the box can’t leave by nonmagical means. If a creature tries to use teleportation or interplanar travel to leave the box, it must first make a DC 19 Charisma saving throw. On a success, the creature can use that magic to exit the box. On a failure, the creature can’t exit the box and wastes the use of the spell or effect. The box also extends into the Ethereal Plane, blocking ethereal travel. This box cannot be dispelled.

The Mime’s Lair

The Mime’s lair is a performance venue, usually indoors. There is often an office in the back of the venue where the Mime store’s its earnings from live performances.

In its venue, the Mime has access to lair actions and, if threatened, will activate a near-invisible maze around itself. Its challenge rating is now 10.

Lair Actions

When fighting inside its lair within the Françaisewild, the Mime can invoke ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Mime can take one lair action to cause the following effects:

  • Used before initiative begins. The Mime conjures a partially-invisible maze that goes from floor to ceiling centered around itself in a 90 ft. square that creates magical difficult terrain for all creatures other than itself and its Mimions. Creatures can attempt a DC 19 perception check at disadvantage to find a shortcut within the maze and add 5 more feet of movement. The maze walls act as Total Cover for all ranged attacks and spell attacks. Spells requiring line of sight must first succeed at DC 19 perception check or fail. The Mime can see through the maze walls and its spells are not impeded by the lair.
  • The Mime conjures an invisible tripwire within a 100ft radius. The first hostile creature to attempt to move must first succeed on a DC 19 Dexterity saving throw at disadvantage (unless the creature has Truesight or an ability to avoid traps, then it’s a flat roll.). On a failure, the creature’s movement is reduced to 0 and is knocked prone. Only one tripwire can be active at a time and the Mime can target a creature with the tripwire if it chooses.
  • Only happens when “Escape Button” reaction is triggered. The Mime rearranges the maze and recenters the maze around itself.

Nothing can physically pass through the maze wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys part of the wall instantly, however. This destruction counts as a shortcut and does not impede movement. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Other teleportation magic requires a DC 19 Charisma saving throw to succeed. The Mime’s lair is inside a performance venue with the maze reaching the ceiling.

Regional Effects

A region containing the Mime’s lair is warped by its unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the Mime’s lair sometimes develop a bad French accent.
  • Every morning, 2d4 creatures within 1 mile of the Mime’s lair must make a DC 19 Wisdom saving throw or be afflicted with Le Folie for 1d6 days (or until the Mime dies).

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Le Folie Afflictions
Roll Madness Type Description
00-20 J’adoor The creature forgets how to use doors and is confused by their use
21-45 Huhuhu The creature laughs randomly and rolls stealth at disadvantage. +1 to Charisma
46-95 Jacque The creature thinks all names are Jacque, including its own. +2 to attacks on Jacque, -2 to AC against Jacque
96-99 True Vue The creature gains Truesight for 60ft

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The Mime