Torch Mimic

Family: Mimic

Tiny monstrosity, neutral

Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 0 ft., fly 30 ft. (hover)

7 (–2) 15 (+2) 13 (+1) 6 (–2) 12 (+1) 8 (–1)

Skills Stealth +4
Damage Resistances fire Senses passive Perception 11
Languages understands Common but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2


  • False Appearance. While the torch mimic remains motionless, it is indistinguishable from an ordinary torch.
  • Fiery Soul. The torch mimic can ignite or extinguish the fire that crowns its head as a bonus action. While ignited, the torch mimic sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a torch mimic is subjected to an effect that would extinguish its flames against its will, such as being submerged or in the area of the create or destroy water or gust of wind spells, the torch mimic must succeed on a DC 11 Constitution saving throw or fall unconscious until it takes damage or someone uses an action to wake it. If the effect is nonmagical, the torch mimic has advantage on the saving throw.
  • Regeneration. The torch mimic regains 2 hp at the start of its turn. If the torch mimic takes cold damage, this trait doesn’t function at the start of the torch mimic’s next turn. The torch mimic dies only if it starts its turn with 0 hp and doesn’t regenerate.


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Fire Blast. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4 + 2) fire damage.


As the seemingly mundane torch is sparked, two drowsy eyes open, staring momentarily before it bursts into flames.

Torch mimics were originally bred by a wizard who grew tired of carrying torches through dungeons and dark forests.

Adventurers often discover them by accident, mistaking them for ordinary torches.

Surprise Attackers. Torch mimics often lash out at those who dare hold them, biting their victims’ hands with splinterlike teeth. Once dropped, torch mimics launch fiery blasts at their assailants in hopes of driving the creatures away.

Familiar Shape. While torch mimics are not shapechangers, adventurers have taken to calling these creatures mimics because of their resemblance to torches—and because they lash out from a dormant state, surprising the unsuspecting adventurers.

Reluctant Guides. Torch mimics have a basic understanding of Common, and some can even speak a few words or short sentences. Because of this, they can be reasoned with, and cunning adventurers have tricked, bribed, or convinced torch mimics to escort them through dungeons.


Some torch mimics are willing to serve spellcasters as a familiar.

Creatures of comfort and companionship, torch mimics prefer spellcasters who spend time with them and feed them twigs, scraps of cloth, and other small flammable objects. Torch mimic familiars have the following trait.

The torch mimic can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the torch mimic senses if they are within 1 mile of each other. When the companion uses an action to see and hear through the torch mimic’s senses, the companion can also speak through the torch mimic, projecting its voice directly through the torch mimic or giving it an echo-like quality to make the source indeterminable.

At any time and for any reason, the torch mimic can end its service as a familiar, ending the telepathic bond.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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