Museum of Magicks – Mimic On A Stick

Museum of Magicks – Mimic On A Stick

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

Many adventurers fear the mimic, others loathe them but there was one who sought to control the mimic, to wield its power. A wizard specializing in aberrations hired adventurers to go with him on a quest to find mimics, not an easy nor ordinary task. After finding only a few the adventurers either left or were felled by the dangers associated with dungeon diving for mimics. With only 3 specimen the wizard set to work, making sure not to waste the only chances he had. After a few months without contact a family member went to check on the wizard and all they found were the wizard’s staff, a sword, two dead mimics and a bloody mess.

The mimic takes the form of a martial melee weapon, changing which melee weapon form it takes while it is out of sight or during a resting period. The mimic changes shape to match its wielder’s size whenever it uses its shape change action.

To avoid being attacked by the mimic one must grab it from the hilt or handle of whatever weapon form it takes.

Roll 1d8 to determine the mimic’s object form.

Weapon Form Roll on 1d8
Battleaxe 1
Flail 2
Greataxe 3
Greatsword 4
Longsword 5
Scimitar 6
Warpick 7
Warhammer 8

When attacking with the Mimic On A Stick you gain a +1 to the attack roll. You gain Proficiency based on which form the mimic currently takes.

Adhesive
On a successful hit the enemy becomes adhered to the mimic a huge or smaller enemy it’s also grappled by it (escape DC13). Ability checks made to escape this grapple have disadvantage.

Grappler
The mimic has advantage on attack rolls against any creature grappled by it.

Mimic Attacks
Pseudopod – Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. The target is subjected to its adhesive trait.

Bite – Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage plus 1d8 acid damage.

If the target escapes from the mimic and moves out of range the mimic becomes inanimate. The mimic is unable to move on its own and cannot use shapechange to change into anything other than a weapon on the table above.

The mimic can be attacked and destroyed. It has 58 HP, an AC of 12 and an immunity to acid.

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