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Order of the Mimic

The Order of the Mimic was founded by a powerful wizard who studied the monstrosities his fellow spellcasters conjured. This wizard believed the creation of such abominations was an affront to the magical arts, and desired for nothing more than their eradication. He studied endlessly to devise the most efficient way to purge these monsters from the world, and in his studies, he discovered the Blood Hunters. These fierce warriors selflessly scarred, mutated, and transformed their bodies and souls in myriad ways to become like the creatures they hunted. The Blood Hunters turned the power of these unnatural monsters against them. Their practices inspired the wizard to aid them, and thus the Order of the Mimic was created. Using forbidden blood magic rituals taught to them by the wizard, each of the hunters from this Order creates their own personal monstrosity to aid them in battle. The shapechanging abilities of the mimic allows hunters of this Order to be incredibly flexible while combating the savage monsters of this world and the cruel spellcasters who create them.    

The Mimic

At 3rd’ level, you perform the secret blood ritual that creates a mimic and binds it to you psychically. This psychic bond gives you complete control over the monster, causing it to always abide by your will. The mimic has the following traits:
  • Senses: The mimic has Darkvision up to 60 feet and Blindsight up to 20 feet.
  • Shapechanger: The mimic can use its action to polymorph into any object it has seen, and as such can only use this feature once per round, resetting at the end of your turn. The object cannot be heavier than 100 pounds or larger than a 3ft diameter sphere. The object also cannot be lighter than 1 pound or smaller than a 3-inch sphere. The object cannot be composed of multiple individual pieces (such as the various links in a chain). You command the mimic to use this action during your turn psychically, with no action required by you.
  • Mimic Weapon: The mimic can use its Shapechanger feature to transform into any weapon without the Loading property. You gain a +1 bonus to damage and attack rolls made with the mimic weapon. This bonus increases to +2 at 11th level and +3 at 18th level. You can safely apply your Crimson Rite to the mimic while it is a weapon, but if it transforms into anything except a different weapon, then the rite fades. Due to the mimic's adhesive property, you cannot be disarmed while wielding a mimic weapon.
  • Living Creature: The mimic is alive and requires food. It becomes exhausted after going three days without eating and can only transform once per minute in this state. Three more days without food will see it able to transform only once per hour. After a tenday without food, the mimic will die. The mimic can consume the flesh of any humanoid, giant, fey, fiend, aberration, or monstrosity corpse. Allowing it to do so recovers 1d6 hit points if it is a Tiny creature. This increases by 1d6 for every size above Tiny. While you are carrying the mimic, it is considered to be a sentient magic item. While it is separated from you, it always follows you in the initiate order, and the only action it can take is to Disengage and use its movement (30 feet walking and climbing speed) to attempt to return safely to you. The mimic's hit points are equal to one half of your maximum hit points when it is separated from you.
  • Psychic Bond: You and your mimic are bonded to each other by a mental connection, allowing you to give commands to it telepathically. You will always know which direction will lead you to the mimic or the mimic to you while you are separated. Whenever your hit points drop to 0, the mimic becomes inactive until you either recover or die. If you die, the mimic will die too. In addition, you can use your psychic bond to command the mimic to instantaneously die.
  • Ritual of Rebirth: If the mimic dies, you can spend 150gp to acquire the proper materials for the ritual. The ritual takes six hours, and at the end you recreate the mimic. It keeps all the memories and capabilities it previously had.
     

Monstrous Maw

Starting at 3rd level, the mimic can use the Shapechanger feature to latch onto your arm with adhesive tentacles and reveal its tooth-filled mouth, forming the Monstrous Maw. The Maw is considered to be a mimic weapon. While it is transformed, you can use of any of the following special attacks whenever you take the Attack option during your turn (your proficiency bonus and Intelligence modifier are added to the attack roll):
  • Ravenous Bite: Melee weapon attack: reach 5 feet, one target. Hit: (1d8 piercing damage and 1d8 acid damage). If this attack hits a medium or smaller creature, the target is grappled (escape DC = 8 + your proficiency bonus + your Intelligence modifier, minimum of 1). At the start of the creature's turn, they take 1d6 acid damage, until they escape the grapple. If a creature is being grappled, the Maw cannot be used to attack another creature.
  • Lashing Tongue: Melee weapon attack: reach 15 feet, one target. Hit: (1d6 slashing damage and 1d6 acid damage). If you hit a medium or smaller creature, you can choose to have the tongue grab it. It must make a Strength or Dexterity (target's choice) saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier, minimum of 1) or be pulled within 5 feet of you. If you hit a large or larger creature, you can force it to make the same saving throw. If the creature fails, then the tongue will instead pull you within 5 feet of the creature without using up any movement.
     

Cloak of Imitation

Starting at 7th level, the mimic's ability to polymorph is improved, allowing it to adopt a new form with its Shapechanger feature: the Cloak of Imitation, which gives the following benefits:
  • Color Change: You have advantage on all Stealth ability checks, as the mimic will make minor modifications to its texture and color to blend into its nearby surroundings.
  • Shifting Shell: When an enemy hits, you with a weapon attack, you can use your reaction to command the mimic to use its Shapechanger feature to writhe and harden to block the attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) between short rests.
     

Brand of the Insatiable

Starting at 11th level, your Brand of Castigation marks the branded creature as prey for the mimic, exciting its omnivorous cravings. When you attack and hit with your mimic weapon for the first time during your turn, you deal maximum weapon and Crimson Rite damage.
  • In addition, the range of the Lashing Tongue is increased by 15 feet if the branded creature is the target.
  • The mimic's increased ferocity is shared with you through your bond. As a bonus action, you can move up to your speed towards the branded creature.
     

Second Skin

Starting at 15th level, you can command the mimic to use its Shapechanger feature to surround your body, forming the Second Skin. The Second Skin has a duration of 10 minutes which can be used all at once or for several shorter transformations, each one using a minimum of 1 minute from the duration. The mimic recovers 1 minute of this duration for every 1 hour it goes without using its Shapechanger feature. You gain the following bonuses while Second Skin is active:
  • Armored Shell: The AC provided by your armor is overridden and your AC is set to 18.
  • Hard Knuckles: Your unarmed strikes are considered a single mimic weapon that deal 1d8 bludgeoning damage.
  • Adhesive: You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and ceilings.
  • Shared Strength: The mimic supplements your strength with its own, giving you advantage on Strength ability checks and saving throws.
  • Monster Senses: The mimic envelops your head in a helmet, and you see the world through its eyes. You gain its Darkvision and Blindsight.
  • Improved Maw: The mimic can form the Monstrous Maw from anywhere on the Second Skin with the Shapechanger feature and without ending the duration of Second Skin. You can have two Maws active at once. In addition, you can add your Intelligence modifier to the damage rolls of the Monstrous Maw's special attacks.
  • Color Change: The mimic can use Color Change from the Cloak of Imitation feature.
     

Mimic Mitosis

Upon reaching 18th level, you can perform a new blood ritual with your mimic that lasts for one hour. At the end of the hour, the mimic multiplies itself, permanently splitting into two mimics. Each mimic grows in size to match the original and has all of its traits. You can have a maximum of two mimics at once. You can command the mimics to fuse themselves back together into one mimic if you please, but you will have to repeat the ritual to split it up again. While you have a Crimson Rite activated, you can use a bonus action to switch it from one mimic to another at no additional cost. You also gain the Blood Curse of Transmutation for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Transmutation: As an action, you curse a creature of large size or smaller that you can see within 60 feet. If the creature is carrying any items (such as clothing, weapons, or armor), you choose one of these items to polymorph into a living mimic that attempts to wrap its adhesive tendrils around the creature. The creature must make a Strength saving throw or be restrained for 1 minute. If the creature succeeds on the saving throw, the mimic reverts to its original form. The creature can use its action to repeat the saving throw. If the creature is not carrying any items, then the ground under their feet will transform instead. If a weapon or armor is transformed with this curse, the creature cannot benefit from using that item until the mimic reverts to its original form. Only non-magical items can be affected by this curse.
  • Amplify: The tendrils of the mimic will reach out and attempt to restrain two additional medium or smaller creatures within 15 feet. Any creature caught has to make a Strength saving throw. On a failure, the creature will be restrained for 1 minute and pulled within 5 feet of the branded creature. Any additionally restrained creature can use its action to repeat the saving throw and is released upon a success.

  • Created by

    Lord Mcberry.

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