Mimic Spawn

Small monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)
Hit Points 5 (1d8 + 1)
Speed 15 ft.

15 (+2) 12 (+1) 14 (+2) 5 (-3) 12 (+1) 8 (-1)

Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Challenge ½ (100 XP)


  • Shapechanger. The mimic spawn can use its action to polymorph into an object 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 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.


  • Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) acid damage.
  • Morphling. The mimic can latch onto a willing creature, altering its appearance. The creature can decide what it looks like, including its height, facial features, hair length, coloration, and any distinguishing characteristics. This effect can make the creature appear as a member of another race, though none of its statistics change. The creature also can’t appear as a different size. The mimic can use its action to alter this appearance or detach itself.


Mimic spawn are the literal offspring of mimics, produced by budding, a process where the adult mimic splits off a portion of itself, whether intentionally, or severed during combat. They take on the shape of objects that like to be touched in order to attract food. When small, mimic spawn are often more cunning, resorting to guile to achieve what they cannot do through brute force. They are able to take the form of more ornate and intricate objects. As they grow older and larger, their ability to shift becomes more crude as their need for intelligence recedes and is replaced by their mature strength.

Wizard’s Clay. Most scholars agree that mimics are an unnatural species, created by wizards of old.

Though they now exist adjacent to the civilizations of sentient races, they are considered invasive and have no natural place in any ecosystem. Some wizards still employ mimics as guardians of their sanctums, to trap unwary thieves. They breed them, splicing and grafting, experimenting with different properties. Often, wizards will choose to keep mimics small, pruning them like ornamental trees to preserve their cunning and adaptability. In this way, unnaturally small mimics may be deceptively old, having spent centuries learning from their wizard master. Some even develop the ability to simulate speech.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

This is not the complete section 15 entry - see the full license for this page