Erb, Mimic (Noble)

Medium fey (shapechanger), chaotic evil

Armor Class 14
Hit Points 119 (14d8 + 56)
Speed 30 ft. (40 ft. in beast form), fly 30 ft. (beast form), climb 30 ft. (beast form)

17 (+3) 18 (+4) 18 (+4) 20 (+5) 13 (+1) 16 (+3)

Skills Arcana +9, Deception +6, History +8, Insight +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)



  • 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: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 4) bludgeoning damage.
  • Natural Attack (Beast or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing, bludgeoning, or slashing damage.
  • Shadow Freeze. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller living humanoid with a shadow. Hit: 9 (1d8 + 5) psychic damage, and the target must make a DC 15 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: +7 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.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated.
  • Warp Creature. The mimic noble targets up to three creatures it can see within 120 feet of it. Each target must make a DC 15 Constitution saving throw. On a successful save, a creature becomes immune to this mimic noble’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a tuxix wretch under the mimic noble’s control. The transformation of the body can be undone only by a wish spell.


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.

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