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What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.

This content is from the Paizo Core Rules.

Source: Pathfinder

Mimics are thought to be the result of an alchemist’s attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.

Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires.

A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.

Mimic, Medium


Family: Mimic

Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 58 (9d8+18)

Speed 15 ft.

17 (+3)12 (+1)15 (+2)5 (-3)13 (+1)8 (-1)

Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Challenge 2 (450 XP)

Special Traits

  • Shapechanger. The medium mimic can use its action to polymorph into a small objects 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 swarm 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.


  • PseudopodMelee 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.
  • BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) plus 4 (1d8) acid damage.


While individual mimic sizes may vary greatly, a Medium mimic is usually the size of medium items like a coffin, a treasure chest, and so on.

Section 15: Copyright Notice

Fifty Magnificently Murderous Mimics © 2019 WizCo Games, LLC., published by Total Party Kill Games.

Mimic CR 4
XP 1,200

N Medium aberration (shapechanger)

Init +5; Senses Darkvision 60 ft.; Perception +14
AC 16, touch 11, flat-footed 15 (+1 Dexterity, +5 natural)

hp 52 (7d8+21)

Fort +5, Ref +5, Will +6 Immune acid
Speed 10 ft.

Melee slam +10 (1d8+6 plus adhesive)

Special Attacks constrict (slam, 1d8+6)
Strength 19, Dexterity 12, Constitution 17, Intelligence 10, Wisdom 13, Charisma 10 Base Atk +5; CMB +9; CMD 20 (can’t be tripped)

Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam) Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14;

Racial Modifiers +20 Disguise when mimicking objects Languages Common

SQ mimic object
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong Alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Mimic Object (Ex)A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Environment any

Organization solitary

Treasure incidental   

Mimic Mutations

As supremely adaptive creatures with truly aberrant physiologies, mimics sometimes develop new powers as they mature into adulthood. A mimic’s spawn inherit its powers and may mutate further, resulting in mimics with multiple unrelated abilities (for example, the subterranean mimic has the bioluminescence, gillfoot, and hypersenses abilities).The following represent several options for creating unique and deadly camouflaged hunters of the deep, along with the recommended CR increase for each.

Aberrant Biology (Ex) CR +1

The mimic ignores extra damage from critical hits and sneak attacks 50% of the time.

Adaptive Resistance (Ex) CR +1

The mimic has resistance 20 against any one of the following energy types at any one time: fire, cold, electricity, or sonic. As a move action, the mimic may change the energy type against which it is resistant.

Bioluminescence (Ex) CR +0

The mimic can choose to shed light from any part of its body, ranging in intensity from a soft glow like that of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The mimic may duplicate any color of light it so desires, even creating multiple colors, and may cancel or resume use of this ability at will as a free action.

Corrosive Glue (Ex) CR +1

The mimic deals an extra 2d6 points of acid damage with every successful slam attack or grapple check.

Gillfoot (Ex) CR +0

The mimic has Climb speed 5 and Swim speed 5. The mimic may always take a 5-foot step in any combat round, even if difficult terrain or other factors reduce its speed. A mimic may take this 5-foot step whether it is on land, Climbing, or swimming. It can breathe water as easily as air.

Glide (Ex) CR +0

The mimic can create wings and has a fly speed of 40 feet (clumsy maneuverability).

Hardy Protoplasm (Ex) CR +1

The mimic has fast healing 5.

Hypersenses (Ex) CR +0

The mimic’s entire body is a primitive sensory organ. This gives it Blindsense with a range of 30 feet, and it cannot be flanked.

Mutable Strikes (Ex) CR +0

The mimic’s slam attack deals bludgeoning, piercing, and slashing damage. The damage for its slam attack improves by one die step.

Otherworldly Resilience (Ex) CR +1

The mimic gains DR 5/adamantine.

Supple Shifter (Ex) CR +1

The mimic can squeeze into a space as small as 1/4 its base size. Its reach increases by 5 feet and it gains Combat Reflexes as a bonus feat.

Toxic (Ex) CR +1

The mimic’s flesh is poisonous (type contact; save Fortitude DC 10 + 1/2 mimic’s HD + mimic’s Constitution modifier; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save). Creatures hit by the mimic’s natural attacks or attacking it with unarmed strikes or natural weapons are subject to this poison.

Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.

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