```metadata
title: 'Mimicromnicon: the Mimic Book of Mimics'
description: ''
tags:
  - ''
systems: []
renderer: legacy
theme: 5ePHB

```

# Mimicromnicon: the Mimic Book of Mimics


#### Written By: Dephin Ittly, Knott d'Buq, Ingjör Hand, and Nomim Eexhiir
<div style='margin-top:25px'></div>

##### 4-WORD, by Nomim Eexhiir:

Mimics is be verree danjrous.  Can be hide n e wear, n be n e thing u is want.  U is like shiny?  Mimics is be shiny 4 u.  U is like leave donjon?  Mimics is be door 4 u.  U is like qt things?  Mimic is be fluffle qt bear doll 4 u.  Object of much wants a mimic can be.  

But DO NOT WANT!  U touchy wanty-thing, u no un-touchy.  Wanty-thing maybe mimic!  Like sticky gloo stick to u when u touchy.  Then: eat u face.  Verree bad. 

So u be smart meat... er... reeder and listen to buq writy wurds.  U trusting buq.  Buq is u friend.  Buq tell u oll abowt mimics.  Wear they is hide.  What they is looking like.  What they is eat.  Where they is live.  How u is be killing them.  So whotevr u is do, keep buq sayf; keep buq close; not lock up buq at nite when u sleeps; and no ask y tiny bone pile by buq evree mornings.

## How to Mimic a Mimic
Most DMs and Players are familiar with what a mimic is and what a mimic does.  Less of those, however, know who a mimic is or why it does what it does.  You can use a mimic as a random encounter monster with the sole intent of it dying after giving your players a bit of a scare; and there is no problem with that.  However, mimics can be far more interesting.  My goal is to expand on the monster and provide ideas for their use in your campaign, either as a more substantial NPC, or simply an interesting new way to run an encounter with one or scare the living pants off your unwitting players.
### History of the Mimic
The mimic made its first D&D appearance in 1st Edition, where it appear in the Monster Manual, published in 1977.  It was described as an amorphous shapeshifting creatures that could perfectly imitate stone or wood.  Using this ability, they often posed as chests, doors, or stonework.  It excreted an Adhesive substance, so when touched by another creature, that target would be unable to "let go" of the "object" it just made contact with.  The mimic would then reveal itself, bludgeoning and biting prey to death with pseudopod and gaping maw.  It was also described as totally intolerant of sunlight, and could be found solely in subterranean areas (like dungeons). Despite being described and depicted an ambush predator that would rely on remaining completely still in order to increase its chances of being found by greedy prey (adventurers), it was said to move about constantly using its pseudopod.

The variants of metal mimics and house hunters (massive mimics that mimic houses), were released late on via magazine publication (Dragon #101, September 1985, and Dungeon #19, October 1989, respectively). With the metal mimic, we are introduced the concept of a mimic that doesn't immediately want to eat your face, can speak, and can be negotiated and reasoned with. The mimic made a return in AD&D, 2nd Edition in Volume II of the Monstrous Compendium.  In 2nd edition, the standard mimic added metals to the list of materials it could perfectly imitate.  It also reintroduced the concept of the talking mimic and also provided an in-game explanation for their origins: a wizard did it.  Surprise.  This time from the start around, there was the common mimic, which was neutral and could speak, and the killer mimic, which ate faces and bludgeoned adventurers to death.

A special mimic was released for Spelljammer as well: the space mimic; which as its name may suggest, is a mimic.... in SPACE! While up to this point, mimics, while able to take on other shapes, were usually artistically depicted as treasure chests, the space mimic was not.  It was most often depicted as a desk.  

Now, you might be thinking: "a desk? Just floating out there in space?”  Yes.  Because debris is a fairly common thing when you have epic fantasy space battles!  It posed as such debris.  But why a desk?  So it could cover itself in real or mimicked scrolls and spellbooks.  Why cover itself in those?  To lure in wizards.  Magic was the primary source of propulsion and combat in Spelljammer's space.  The space mimic would lure in a wizard, use magic to hypnotize them, steal all their even remotely magical items, and then eat them.

Then there was the greater mimic.  A mimic that mimicked an entire room, and could reach 30 cubic feet in dimension.  They were smarter and hungrier than other mimics, and often took the form of a complete and fully furnished room, holding off on its Adhesive until an entire party was safely inside its waiting trap.

3rd edition did away to most of the mimic variants.  They were all just mimics.  They were all smart enough to speak, though most would sooner rather eat you.

4th edition did away with the mimic's specific material imitations, and instead provided us with two mimics.  Both breeds, upon discovery, could undo their mimicry form to basically become an ooze.  One species could mimic any item.  The other blurred the line between mimics and doppelgangers, being able to imitate any sentient creature.

That brings us to today: 5th edition.  The mimic maintains its ability to mimic any item, a higher-than-animal-but-still-not-very-smart Intelligence score, a neutral alignment, and no more blurring the line with doppelgangers.

Like sharks, mimics have not changed much since their introduction to the world: the perfect ambush predator.


\page
### Playing a Mimic
Mimics are not mindless monsters.  They never have been.  Their intelligence has always been high enough to facilitate conscientious decision-making and coherent speech, and they have always had an alignment.  The only creatures throughout D&D history to be unaligned have been creature of or less than animal intelligence. 

Does that make them intelligent?  In the sense of "intelligent life", yes.  In the terms of "intelligent quotient"? Absolutely not: they're dumb as rocks, no denying that.  But the fact remains: they do have a mind, and while not smart, they are cunning.  

They mimic objects that prey is inclined to touch.  This implies that they have a theory of mind, the precursor to empathy, and can understand the desires or needs of other living things.

So they're a sapient, presumably sentient species, that eats people.  Does that make them evil?  In a broad scheme of things: technically.  But not actually.  You need to remember: these things are native to dungeons and the Underdark, brutally harsh environments.  Food is scarce and hard to come by in those eat-or-be-eaten places, so you eat what (or who) you can, when you can.

At no point in any mimic entry in the history of D&D does it say that a mimic eats solely incautious adventurers.  After all, it can take the shape of any inanimate object, and its Adhesive works against any creature that makes contact with it.  Who's to say it doesn't notice rats scurrying about, and so take the form of a discarded wheel of cheese?  Or maybe the area has a high concentration of mindflayers and their creations? So the mimic mimics a stored brain.

The point is, a mimic (usually) isn't gunning to kill all humans; it's just doing what it needs to do to survive.  In fact, it can be bargained with.  One of the recurring features of a mimic is its ability to speak and the fact that it will bargain with adventures for food, further illustrating the neutral alignment; it won't eat you if it feels it doesn't have to.  Not out there to save the world, not out there to kick puppies and pee in cereal.  A mimic is basically just a guy trying to get by in an extremely rough neighborhood.

Granted, like any other creature with above-animal intelligence, this is a generalization.  An individual's alignment is subject to its disposition and personal history; and admittedly in the past, when the mimic has been something other than neutral, it's almost always been evil.

 Moving on: mimics mimic.  This doesn't have to be restricted to their appearance.  Having a mimic mimic behaviors, speech, or mannerisms can add a new level of depth to a mimic character.  Considering having a mimic childishly copy everything one player says or does.

And because a mimic's got to mimic, and mimicry is a form of just copying something else, a mimic is an ideal character to introduce memes into your campaign should you be inclined for a bit of humor.  This can range from images, phrases, or even objects of note from other forms of media.  Assuming your players are familiar with what your meme mimicking mimic is mimicking, it's a sure fire way to delight them, and possibly serve as a hook for why they shouldn't immediately murder this mimic.
___
><img 
  src='https://i.postimg.cc/7Y7M1Rk5/D-D-5e-mimic.png' 
  style='width:250px' />
> ## Mimic
>*Medium monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 58 (9d8 + 18)
> - **Speed** 15ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|12 (+1)|15 (+2)|5 (-3)|13 (+1)|8 (-1)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 2 (450 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 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 5ft., 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 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
\page



### Setting the Stage
A player's first encounter with a mimic should be memorable.  For this reason alone, it's almost a requirement that the first mimic you introduce into your campaign be a stereotypical chest; reminding your players that mimics exist and subtly informing them that they are a part of your campaign.  

But, to reinforce the point made from the start: mimics should not be detectable and should be unexpected.  Once you have used a chest-shaped mimic: DO NOT USE ONE EVER AGAIN.  

In fact, you should never make a mimic of the same item type twice.  Ever.  You have nearly limitless options in regards to objects your mimics can mimic.  This supplement even offers recommended stat block to make mimics of larger and smaller sizes, giving you an even greater range of things that can turn out to be mimics.

Once you have selected the object your mimic will mimic, it is time to prepare the encounter area.  The nuber one thing to remember when your players approach is: mimics mimic things, and they do so perfectly.

There is no possible way beyond magical means to discern a mimic from an ordinary object unless it decides to reveal itself or the DM deploys some kind of clue in the environment (such as a pile of bones immediately in front of your mimic's object form or a sign painted with great big red letters "MIMIC").  

That's what it means to imitate perfectly.  No matter how many times or how well your player rolls a Wisdom (Perception), what they are going to see is a totally normal room.

If they want more details; list all objects or structures present, including whatever the mimic is mimicking.  DO NOT draw metagame attention to the object that is actually a mimic; because unless your players are exceptional roleplayers, anything the player knows, their character magically knows. Even if a few of your players are exceptional roleplayers, the group as a whole will react to clues and prompts that happen out of game.

I find the best way to do this is to list the objects clockwise from where the player is standing, or alphabetically if you had the time to prepare a list before hand, either of which eliminates the possibility of subconscious prioritization.

If you have set up clues in the room to reveal the presence of a mimic, an Intellegence (Investigation) or Wisdom (Perception) check may reveal the clues, and point vaguely to what they mean.  For example, a check on a pile of bones in the room could reveal it had been haphazardly dumped there like a trash pile; that the bones had been stripped completely clean of flesh; deep bite marks mar the bones; the bones have been damaged by acid; all of which could point to the pile of bones belonging to something that was eaten by something that has teeth and deals acid damage.

I've found that most players don't enjoy being forced to play detective, though.  So unless you're willing to spell out these clues and what they mean, and what a player's character can make of them, your players may only be further confounded by their presence rather than clued in to what lurks in the room with them.

Where physical senses and logic may fail, psychological and totally irrational ones (unexplainable gut feeling and primal instinctual dread flavored with a dash of panic) may. 

A Wisdom (Insight) check (or sufficient high Passive Insight) might reveal to a player that something is off; something doesn't feel right; that they have a bad feeling about this room.  

It should be specific enough to give them pause, but should in no way reveal which of the objects in the room is the mimic; that one of these things is not like the others: but not which one.  Because if they can't tell what object is actually a mimic, there's no way they'll be able to tell which one of those objects they're suddenly getting bad feelings from, just that their instincts are screaming at them that they're in mortal danger and should run away.  And that's fine because that's how emotions and feelings work.  They don't need a subject and they don't need rationalized; they just are.

> ##### Primal Fear
>If you really want to spice up a mimic encounter without actually making it more difficult: play up the primal instinct aspect, emphasizing that the mimic is a predator of adventurers.  When your players first enter the room containing the mimic, have them roll a Wisdom saving throw, recommended DC between 10 and 13.  
>
>The very act of requiring a save will automatically clue your players in to the fact that something is off about this room.  
>
>A player that succeeds on their save may continue as normal.  A player that fails the throw becomes frightened and refuses to enter the room.  Inform that player that there's just something not right in that room or that they feel like they're being watched.
>
> You can choose how to end the condition, whether through just having it last 1 round, through successive saving throw, ending the effect on a success, or having other players succeed against the frightened character on ability checks to convince them to enter the room.

### Mimic Tactics
Inevitably, a player is going to touch the mimic; whether or not that be with their weapon is contingent on how cautious they've been up to that point.  Regardless of how or with what they touch the mimic, they are grappled.  "Technically" speaking, combat begins in that very moment.

Mechanically, the mimic rolls its initiative to engage in combat the moment the players entered the room (do this subtly as possible; ideally at the same time your require your players to make a Wisdom saving throw as outlined in the suggestion above).  

After all, it's the players that don't know the mimic is there, not the other way around, and unless it's offered something tastier, it will fully intend to eat the meals on legs that just wandered into its lair.  
\page
It watches them and, since at that moment, it is number one out of one creatures with initiative, its actual initiative result doesn't matter.  It's the only creature with initiate,  so it's the only creature taking turns.  It takes it turn(s) to take the hold action, waiting for something to touch it.  

Once a player touches the mimic, your ambush predator should be ambushing and predating, immediately attacking.  It's after this trap is sprung that your players roll their initiatives, and you establish normal combat order.

If a player was acting paranoid, poking or stabbing objects around the room, allow that player to take their first turn normally.  Otherwise, your players are surprised, and do nothing during the first round of combat.

By the time your surprised players can take an action, your mimic should have gotten in two attacks.  The first one it took as a hold action to attack a player that touched it, followed by an attack it made during its surprise round.

The absolute first thing a mimic should do on its turn is attack the nearest creature with its pseudopod if it hasn't already done so with its hold action ambush.  The mimic's #1 priority should be in making sure at least 1 of the player characters isn't going to escape.  

It's life is on the line, not only because of the impending combat, but because this is its food.  Failure to win the fight means death by violence.  Failure to prevent at least 1 creature from escaping means death by starvation, which is a longer, slower, more agonizing death.  

For smaller mimics with a weaker Adhesive, this means grappling its lunch as much as possible, while for a mimic with more powerful Adhesive it might just sitting around, waiting for food to stop struggling (see Mimic Size Stat Block Templates).

Ideally, the target is a creature already grappled by the mimic because of its Adhesive.  Why would the mimic want to grapple a creature it's already grappling?  Why grapple the grappled?  Because the escape DC is 13, which is fairly low, even with disadvantage to escape.  However, the grapple from the Adhesive from when the player touched the mimic is the first grapple, contact with the mimic's surface.  Now the mimic is attacking with its pseudopod for a second grapple, contact with the pseudopod.  Now to escape, a player must succeed on two checks instead of one, with disadvantage on both checks.  

Still not sure the mimic can hold the player?  Then on its next turn, if the creature has not escaped from either of its two previously applied grapples, it should then make a plain grapple check with either its maw or coil it's already-stuck-to-the-player pseudopod around its target's body, establishing a third grapple the player will need to escape, again: with disadvatage due to the mimic's Adhesive.  

Maintaining its grapples ought take precedence over anything else your mimic will do, because if the creature it is grappling escapes: there goes lunch, which is the entire purpose behind the encounter in the first place.

Once a creature is firmly grappled, feel free to grant your mimic a multiattack option: allow your mimic to make a bite attack against 1 creature it is grappling (the one that it's trying to keep multiple grapples on), while attacking another creature with its pseudopod.  

Your mimic is going to want to finish off the grappled creature as fast as it can while fending off its friends; the sooner the grappled creature is dead, the sooner its chances of escape drop to 0, and maybe its friends will stop trying to save it (and take away the mimic's lunch).  Also: the sooner it can move on to repeating its mutli-grapple combo on another target.

To make the fight even more challenging, consider restoring hit points to your mimic for each successful bite attack it makes against its grappled target, with the mimic regaining hit points equal to half the damage dealt by its bite attack on a hit.

> ##### Regarding Adhesive
>Melee attacks made against the mimic should, technically, render a creature grappled, as a melee attack, by definition, touches the mimic.  
>
>Inform your player that their weapon is stuck to the mimic and that they can either try to pull it off the mimic by using an action to make a DC 13 ability check with disadvantage as usual, or, they can just let go of the weapon entirely as a free action.  
>
>This mechanic alone -reminding players that there is an option- may grant your mimic a little more survivability, as, let's face it, as a monster they aren't all that tough, even with the tactics recommended here.  
>
>Granted, the option is a bad option, since letting go of their weapon effectively renders the player useless, as even if they decide to use unarmed strikes against the mimic, they will be subjected to its Adhesive again after dealing less damage than before.  But the fact that you draw attention to the fact the option exists will make some players feel it is somehow a valid strategy, simply because, as the DM, you pointed it out.

### Alternative Resolutions
As pointed out before, mimics only eat people when they feel there isn't much choice; and they are open to negotiate.

IF your players want to try and reason or negotiate with the mimic: all well and good.  Food is the only currency it will accept.  Period.  

If the negotiations begin out of combat (such as your player gets a bad feeling about the room, and having experience with mimics, knows there's one in the room with them), the mimic will not attack, butwill not reveal itself until the players have convinced it that they have and will supply it with what it wants (Charisma (Deception) or Charisma (Persuasion) ).  

After all, if the players are lying and won't give it food, then revealing itself leaves it open to attack, and ruins its chances of catching them by surprise to eat them.
\page

If a player decides to attempt to negotiate mid-combat: the mimic may stop attacking, but does not let go of creature it has already grappled.  Again: the only currency it will accept is food, and at this point, the food offered will need to of a weight equivalent to any creature it is already grappling. If the mimic is attacked during this truce, all negotiations are off, and the mimic furiously attempts to slay and consume its grappled victim.

Alternatively, a mimic wants to live, just like anything else.  If the players begin getting the upper-hand, it may bluff, using any character it's currently grappling as a hostage.  Again, it will try to negotiate for food, but its life is currently its top priority.

When it comes the mimic currency, quantity trumps quality.  It is eating to live in a brutal and harsh environment.  It doesn't care about flavor, texture, richness, or the like nearly as much as it does raw calorie count: sheer mass.

> ##### You Shall Not Pass
>
>An entirely alternate  encounter would be to have your mimic mimic a door, gate, or other obstacle to a passage the players need to get through.  
>
>When the players try to open the door, rather then adhere to the player, the mimic immediately reveals itself, and informs the players that in order to pass, they must pay the mimic a toll; the toll being a specified amount of food from each person or specific food item.  Ideally, your players are only reasonably prepared and not dooms-day preppers.  To make this particular encounter more than just a trifling thing, if you are enforcing eating and drinking to survive, the mimic should ask for nearly all the rations the players currently have between them.  
>
>If you're playing a game where food and drink isn't a big deal, the mimic can demand something specific to eat which is either rare and valuable, peculiar, or at the very least: not currently in the party's possession.  This will require them to undergo a miniature quest to obtain that item.  
>
>Mimics in this scenario may demand something like a pineapple, due to the unliklihood that your party will ever specifically have one with them.

<div style='margin-top:250px'></div>

## Many Mimics and How to Handle It!
> U iz prolly think now: "So many mimics!  How I can even?!" NOT PANICKING!  Iz ok! Oll mimics rilly same mimic... but not so same as next mimic.

At first glance, this book may appear to present you with an overwhelming number of mimics.  Mimics are fundamentally shapeshifters.  By default, they morph.  They change.  They evolve.  

Just like any other creature mimics adapt to their environment.  This could be brought on by learning, physical conditioning, or even exposure to magical elements.  However, there is nothing new under the sun: especially not a new species of mimic. 

To clarify, this is not a list of mimic subspecies anymore than an *archmage* or *berserker* is a subspecies of *commoner*.  It would be more accurate to call them breeds or varieties than species.  They are merely individual or groups of individual mimics who have developed specific adaptations.  These adaptations have been developed in a wide range of ways for any number of reasons; from exposure to particular elements of an environment to magical interference to good old fashioned applied study or trial and error. 

In other words, there is only the mimic, and what it has learned or adapted to do based on any number of factors.

Additionally: while the mimics presented here will typically take a specific shape, this should be read as their preferred or favorite form rather than a limitation on their Shapechanger ability.

\page
## Mimic Size Stat Block Templates
> "Mimics can be's n e saiz.  Jest cuz u ushooly c mimics the saiz of meat... er... peeple duznt mean there not is more saiz of mimic.  
>
>Hir iz wut u can xpects when u iz find mimic that not is peeple-saiz.  Hir u iz find picher of fewd... er... hooman.  Iz be stand next to many mimics, many sizes.

<img 
  src='https://s19.postimg.cc/73lkdu6ip/mimic_sizes.png' 
  style='position:absolute; top:220px; right:50px; width:680px' />
<div style='margin-top:1600px'></div>
<div style='margin-top:790px'></div>
>Sum mimic hooman can be stepping on.  Squish.  But sum mimics can be eating him face.  Moar bigr mimic can be eating him armz n legz.  Biggrst mimic can be eating him gulp in one byt."

\page
___
> ## Tiny Mimic
>*Tiny monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 5 (2d4)
> - **Speed** 5ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|11 (+0)|5 (-3)|13 (+1)|4 (-3)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 1/8 (25 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 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.
> ### Actions
> ***Pseudopod.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., 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 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.
___

> ## Small Mimic
>*Small monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 27 (6d6 + 6)
> - **Speed** 10ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|12 (+1)|13 (+1)|5 (-3)|13 (+1)|6 (-2)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 1/2 (100 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 Large 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.
> ### Actions
> ***Pseudopod.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
>
> ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.
\page
___
> ## Medium Mimic
>*Medium monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 58 (9d8 + 18)
> - **Speed** 15ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|12 (+1)|15 (+2)|5 (-3)|13 (+1)|8 (-1)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 2 (450 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 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 5ft., 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 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

___
> ## Large Mimic
>*Large monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 102 (12d10 + 36) 
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|12 (+1)|17 (+3)|6 (-2)|14 (+2)|9 (-1)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 12
> - **Languages** --
> - **Challenge** 4 (1,100 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 creature adhered to the mimic is also grappled by it (escape DC 14). 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 10ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait, and pulled 5 feet towards the mimic.
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage.
\page
___
> ## Huge Mimic
>*Huge monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 157 (15d12 + 60)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|12 (+1)|19 (+4)|7 (-2)|15 (+2)|9 (-1)|
>___
> - **Skills** Stealth +7
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 12
> - **Languages** --
> - **Challenge** 6 (2,300 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 creature adhered to the 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 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:* +8 to hit, reach 15ft., one target. *Hit* 21 (3d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait, and pulled 10 feet towards the mimic.
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 21 (3d10 + 5) piercing damage plus 16 (3d10) acid damage.  If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength or Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 14 (4d6) 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 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
___
> ## Gargantuan Mimic
>*Gargantuan monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 279 (18d20 + 90)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|12 (+1)|21 (+5)|10 (+0)|16 (+3)|10 (+0)|
>___
> - **Skills** Stealth +9
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 13
> - **Languages** --
> - **Challenge** 10 (5900 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 creature adhered to the mimic is also grappled by it (escape DC 18). 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:* +10 to hit, reach 20ft., one target. *Hit* 32 (4d12 + 6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait, and pulled 15 feet towards the mimic.
>
> ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 32 (4d12 + 6) piercing damage plus 26 (4d12) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength or Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic, and takes 21 (6d6) acid damage at the start of each of the mimic's turns.
>
>If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
\page

## Mimic Menagerie

##### Tiny Mimics
List of Tiny Mimics

Book Mimic

Brain Mimic

Cake Mimic

Casket Mimic

Coin Mimic

Dice Mimic

Fruit Mimic

Grater Mimic

Jar Mimic

Mimic of the Lamp

Pie Mimic

Pot-Pan Mimic

Quill Mimic

Rat Trap Mimic

Tankard Mimic

Toy Mimic

Trinket Mimic

Tuber Mimic

##### Small Mimics
List of Small Mimics

Arms Mimic

Bag Mimic

Chair Mimic

Crate Mimic

Crib Mimic

Crock Mimic

Cupboard Mimic

Dresser Mimic

Fire Mimic

Frost Mimic

Keg Mimic

Pumpkin Mimic

Shield Mimic

Stone Mimic

Table Mimic

Thorn Mimic

Toilet Mimic

##### Medium Mimics
List of Medium Mimics

Apple Bob Mimic

Armed Mimic

Armor Mimic

Bar Mimic

Barrel Mimic

Bush Mimic

Clock Mimic

Coffin Mimic

Corpse Mimic

Dead Mimic

Door Mimic

Garbage Bin Mimic

Grave Mimic

Gibbet Mimic

Ladder Mimic

Meta Mimic

Mimic Mimic

Moose Mimic

Pseudo-Mimic

Sarcophagus Mimic

Scarecrow Mimic

Space Mimic

Trick Treat Mimic

Vase Mimic

Wardrobe Mimic

Wizard Mimic (Apprentice, Mage, Archmage)

##### Large Mimics
List of Large Mimics

Altar Mimic

Bed Mimic

Cannon Mimic

Carpet Mimic

Desk Mimic

Fountain Mimic

Golem Mimic

Hall Mimic

Log/Stump Mimic

Piano Mimic

Pillar Mimic

Shed Mimic

Tent Mimic

Wall Mimic

##### Huge Mimics
List of Huge Mimics

Boat Mimic

Cart Mimic

Pool Mimic

Prison Mimic

Shack Mimic

Tomb Mimic

Tree Mimic

##### Gargantuan Mimics
List of Gargantuan Mimics

Barrow Burrower Mimic

Graveyard Grinder Mimic

House Hunter Mimic

Sea Striker Mimic

Shop Scalper Mimic

Tower Terror Mimic

##### Legendary Mimics
List of Legendary Mimics

Boxxy T. Morningwood

Dungeon Master, the Living Labyrinth

the Kingmaker

Mimicromicon, the Mimic Book of Mimics

Mimicopolis

the MSS Blacktooth

the Patient Mimic Inn
\page
##### Tiny Mimics
List of Tiny Mimics

Book Mimic

Brain Mimic

Cake Mimic

Casket Mimic

Coin Mimic

Dice Mimic

Fruit Mimic

Grater Mimic

Jar Mimic

Mimic of the Lamp

Pie Mimic

Pot-Pan Mimic

Quill Mimic

Rat Trap Mimic

Tankard Mimic

Toy Mimic

Trinket Mimic

Tuber Mimic





___
> ## Book Mimic
>*Tiny monstrosity (shapechanger), neutral*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 5 (2d4)
> - **Speed** 5ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|11 (+0)|5 (-3)|13 (+1)|4 (-3)|
>___
> - **Skills** Stealth +5
> - **Damage Immunities** Acid
> - **Condition Immunities** Prone
> - **Senses** Darkvisison 60 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 1/8 (25 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 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.
> ### Actions
> ***Pseudopod.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., 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 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.

\page

## Items

### Equipment