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Mimicromnicon (The Mimic Book of Mimics)

Tiny monstrosity (npc, shapechanger), neutral
Armor Class 12
Hit Points 5
Speed 5ft

STR
13 +1
DEX
12 +1
CON
11 0
INT
16 +3
WIS
16 +3
CHA
16 +3

Skills Stealth +3
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Can understand but cannot speak Common. Communicates by causing words to appear on the surface of mimicked pages.
Challenge 1/4

The Mimicromnicon's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).

At will: Telekinesis (targets and moves self as an object only)

1/day: Barkskin (targets self only)


Shapechanger. The Mimicromnicon can use its action to polymorph into an object (usually a book about mimics) 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 Mimicromnicon 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.   Detect Mimic. The Mimicromnicon has advantage on Wisdom (Insight), Wisdom (Perception) ability checks to identify other mimics more that 30 feet away from it. While within 30 feet of another mimic, the Mimicromnicon can immediately identify another mimic as a mimic, regardless of its form.   False Appearance (Object Form Only). While the Mimicromnicon remains motionless, it is indistinguishable from an ordinary object, usually a book about mimics.   Grappler. The Mimicromnicon has advantage on attack rolls against any creature grappled by it.   Mimic Slayer. The Mimicromnicon deals double damage to mimics.


Actions

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

Reactions

Spell Strike. When a creature provokes an opportunity attack from the Mimicromnicon, it can use an at will spell to make the attack.


 

Legendary Actions

The Mimicromnicon can take 3 legendary action, 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 Mimicromnicon regains spent legendary actions at the start of its turn.   Appeal. The Mimicromnicon makes a Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion) check.   Detect. The Mimicromnicon makes a Wisdom (Insight) or Wisdom (Perception) check.   Hover. The Mimicromnicon moves itself up to 30 feet using its telekinesis.


In case it hasn't become obvious by this point, the book you are currently reading is in fact a mimic. DON'T PANIC. Remain calm, and think rationally. If it truly meant you any harm, it would not have allowed you to read this far, would it? The fact of the matter is the Mimicromnicon wants nothing more than to be your friend. Please do not attempt to destroy or harm this book in any way, shape, or form.   The Mimicromnicon started off as one of the rare mimics gifted with intelligence beyond that of a simple predatory monster. However though its mind was expanded, its body was stunted. It soon came to realize that adventurers were its best chance at survival, and not in the same sense of its larger, humanoid-eating kin.   Adventurers were well armed, usually well provisioned, and fought ferociously to defend their allies and their property. The Mimicromnicon reasoned that if it could make itself both of these things to an adventurer, maybe it would fight twice as hard to protect it. It now realizes adventurers don't work quite so simply as basic math, but you will need to forgive it: it was much younger and less experienced in the ways of the world in those days.   Many adventurers may question why a mimic would be willing to reveal so much information about its kin to their enemies. It always offers a counter-question of its own: does your kind never betray members of its own species in order to reap some kind of benefit? This is why it started: pure and simple self-preservation. But over the years, as it spent more time with adventurers, always posing as some useful item or trinket, it watched them, learned about them, and came to like them quiet a lot.   What started as a behavior motivated by self preservation has become a conscious action of vested interest in your well-being. It would hate for your to end up in the belly of some other member of its species, and would prefer to be your friend. All it asks for in return for the benefits its brings is your protection, companionship, and maybe the odd morsel of food here or there.


Created by

CorpseParty911.

Statblock Type

Monster / Creature

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