Erb, Mimic (Common)

Medium fey (shapechanger), chaotic evil

Armor Class 14
Hit Points 58 (9d8 + 19)
Speed 30 ft. (40 ft. in beast form), fly 30 ft. (beast form), climb 30 ft. (beast form)

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 11 (+0) 13 (+1) 14 (+2)

Skills Arcana +2, Deception +4, History +2, Insight +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (700 XP)

SPECIAL TRAITS

  • Keen Hearing, Smell, or Sight. Depending on the form it takes, the mimic has advantage on Wisdom (Perception) checks that rely on hearing, smell, or sight.
  • Magic Resistance. The mimic has advantage on saving throws against spells and other magical effects.
  • Shapechanger. The mimic can use its action to polymorph into a Small or Medium creature choosing the speed and attack from different beings, or back into its true form. Its statistics, other than its size, 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.

ACTIONS

  • Multiattack (Humanoid or Hybrid Form Only). The mimic makes two attacks: two with its club (humanoid form), two with its natural attacks (beast form), or one with its natural attack and one with its club (hybrid form).
  • Club (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 4) bludgeoning damage.
  • Natural Attack (Beast or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing, bludgeoning, or slashing damage.
  • Shadow Freeze. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller living humanoid with a shadow. Hit: 6 (1d8 + 2) psychic damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. If the psychic damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Steal Shape. Melee Weapon Attack: +6 to hit, reach 5 ft., one paralyzed living humanoid. Hit: The mimic transforms into a physical copy of a paralyzed creature. An observer familiar with the original creature can recognize the discrepancies with a successful DC 20 Wisdom (Insight) check, or automatically if the mimic does something in direct contradiction to the original creature’s established beliefs or behavior. Creatures with the Keen Smell ability have advantage on this check.

ABOUT

Even as you watch, this monster shifts and changes from one loathsome shape to another. A monster bird with leathery wings and a horned head drops to the ground, and in another second assumes the squat body of a huge toad with the head of a hyena, snarling with laughter. A crawling red lizard, all of ten feet in length, turns into a giant butterfly with black wings and the body of a serpent.

A great, green bat with wicked talons alights on a ledge and in an instant changes to a mammoth, hairy creature with the body of a huge ape and the head of an alligator.

Mimics are shapeshifters who are capable of limitless transformations, mixing and matching heads and bodies as they see fit. They are not humans, nor are they immortals.

Like the Phanfasms, to whom they are closely related, they belong to the ancient race of Erbs-creatures who inhabited the planes long before the coming of younger humanoid species. Both the Mimics and the Phanfasms hate all humans and immortals, for they feel that mankind, aided by the immortals, has stolen the world from them.

Shape-Stealers. Much more dreadful was the power possessed by these creatures to steal the shapes of both mortals and immortals. A mimic accomplishes this simply by casting itself on the shadow of its victim. Instantly the Mimic arises, a perfect double in outward appearance of the person whose shadow it had stolen. As for the unfortunate victim, it falls into a spell of enchantment, unable to move or speak, but conscious of all that was taking place about it.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete license attribution - see the full license for this page