Mimic Weaponry

by PaoloD

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Mimic Weaponry

by Paolo Davolio // Echidna Design

Art by Phill-Art


Mimics are predatory creatures that imitate their
surroundings as they hunt for food. However,
certain specimens establish a relationship of mutual
benefit with adventurers, turning themselves
into armors, shields or weapons. This can be by
design, when an arcane spellcaster transforms a
mimic for this purpose, or as the result of spontaneous evolution or adaptation. These creatures will
usually be more intelligent and social than their
regular counterparts, however their goodwill might end abruptly is they are not kept well fed.

Colony Origin. A mimic weaponry that comes
from a mimic colony is more intelligent, can
speak more languages and has the ability
to communicate telepathically (see Chapter 4
of Tasha's Cauldron of Everything).


Mimic Weaponry

Small Monstrosity (Shapechanger), Typically Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 7 (-2) 13 (+1) 8 (-1)

  • Skills Stealth +6
  • Damage Immunities acid
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, plus a language spoken by its wearer (that takes some time to be learned)
  • Challenge 1 (100 XP)                                Proficiency Bonus +2

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.

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

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 or that is wearing or holding it as an item.

Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mimic Weaponry Effects

Any piece of mimic weaponry is effectively a creature and not an item. The following rules apply to any piece of mimic weaponry that you are wearing (for armors) or wielding (for shields and weapons). The DM can consider each piece as the equivalent of a Rare magic item for the purpose of assigning treasure.

Combat. The mimic has its own statistics (see stablock in this page). During initiative, it acts right after the creature making use of it, or independently if it wishes so. When you receive a critical hit, a random piece of mimic weaponry that you are wearing or wielding takes half of the damage that is being dealt to you.

Mimic Armor. You gain resistance to acid damage and 24 temporary hit points. Whenever you take damage from an attack that hits you, the mimic weaponry also takes 1d6 damage of that same type. When you are hit by a melee weapon attack, you can use your reaction to try to grapple the opponent.

Mimic Shield. When you are about to receive acid damage while wielding this shield, you can use your reaction to deflect it, reducing it by 1d12 + your Dexterity modifier. When you are targeted by a melee weapon attack and it misses, you can use your reaction to try to grapple the opponent, or to try to disarm it if its using a manufactured weapon (see Chapter 9 of the DMG for this action option).

Mimic Weapon. Your attacks with this weapon deal an extra 1d6 acid damage, and you have advantage on attack rolls made with this weapon against a creature that you are grappling. When you hit a creature with this weapon, you can use a bonus action to try to grapple it.


Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., 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 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.

Shape-shift. 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. If it turns into an armor, shield or weapon, the creature making use of it gains the benefits listed in the Mimic Weaponry Effects sidebar. Any equipment that the mimic is wearing or carrying isn't transformed. It reverts to its true form if it dies.