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Sunday, May 24, 2020

The Symbiotic Mimic


The Symbiotic Mimic


Can you guess where I am going with this?



Mimics are not particularly smart… but they are particularly hungry. Somewhere out there in the multiverse, there is a mimic or two that survived long enough to become smarter, to consider new ways of hunting. Maybe they observed the way an adventuring party worked together to overcome challenges they could not hope to survive on their own, and it thought to itself, “hunting like that would be better.” In fact, with adventuring parties being a mimics only real natural predator, maybe this evolving mimic thought to itself, “I should change the dynamic between my only natural predator and myself, and thereby become the apex predator.”

However, it reached it’s conclusion, this mimic took the next adventurer to adhere itself to it, and shape changed into a suit, covering the creature from head to toe... it’s companions were notably worried about it, but with no evidence of actual harm, they continued exploring the dungeon. The adventurer now wearing the mimic soon found out they were stronger, faster, oh so tougher, could walk on walls and ceilings, and their attacks were much more powerful. When they leave the dungeon, the strange suit that covered the adventure seems to shift and disappear and they returned to their normal appearance, only for the suit to reemerge whenever they are threatened.
That is how I imagine the first symbiotic mimic came into being.
In technical terms, here is what is happening:
  • The mimic completely covers the wearer.
    • They no longer benefit from armor they are wearing but do gain the Mimic’s natural armor of 12+their own dex modifier.
    • Half the damage they receive (round down) is applied to the mimic instead of them. (9d8+12 HP)
    • Both creatures benefit from the mimic’s immunities.
  • If the wearer lacks Darkvision, they can benefit from the Mimic’s Darkvision 60 ft.
  • When out of combat and not threatened, the mimic can take on the appearance of the creature wearing it. It still remains there but is indistinguishable from the creature underneath.
  • The Mimic can apply or remove its adhesive to surfaces as it desires. This allows the wearer to walk on any wall or ceiling like the spider climb spell.
    • If the mimic chooses, it can make other creatures touching the wearer adhere to them, grappling them if huge or smaller (escape DC 13 with disadvantage).
    • The wearer gains advantage on attack rolls against any creature grappled by it.
  • Whenever the wearer attacks with a melee weapon, the mimic bites the same target, using the wearer’s attack roll. If one hits, both hit. It uses the following profile:

      • Bite. Melee Weapon Attack: reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

    • In any situation the wearer can make an attack of opportunity, so can the mimic, using the following profile: 

      • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  • The mimic can automatically perform the Aid Another action to help the wearer on most actions.
    • Starting off, this would include any physical action.
    • Once the mimic spends enough time in the wearer’s company it can learn its language and begin speaking to the wearer.
      • It can then aid the wearer on most nonphysical actions as well. With the GM’s approval.
  • If the wearer and the mimic share a language the mimic can even begin replicating various simple tools and equipment while worn.
    • It must learn each new item it is to replicate the use of.
    • To learn a new equipment, it must be taught the form, using the disguise skill to help it take on the appearance.
    • It may learn one usable simple item for each point of the wearer’s proficiency modifier. Any further items learned remain mere disguises and are not functional.
      • This can include melee weapons, but those melee weapons can not be thrown.
  • If the mimic does not want the wearer to perform certain actions, it can attempt to take control of them. In this case each of them rolls opposed strength tests to determine who wins.
    • Of course, if you really anger your Symbiotic Mimic, you are inside it, it could just start chewing. See bite damage above.

With all that in mind, you could do all kinds of things, like increase or decrease hit dice, even make it grow in power as the player (or villain) does.

Fair warning though, adding what is essentially a monster to the party, even if worn, might unbalance things, so if you are inexperienced, be careful what you do… and as always, have fun!

Come get your mimic suit today!




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