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Untold Lineages - Mimic - Variations

The document presents a set of rules for playing as a monstrous mimic in tabletop role-playing games, offering a balanced approach to incorporating these characters without disrupting gameplay. It includes details on mimic traits, abilities, and optional feats, ensuring that players can enjoy the experience of playing a mimic while maintaining game balance. Additionally, it provides guidance for Dungeon Masters on how to integrate these characters into their campaigns and create varied NPC shapechangers.

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njohnsto
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0% found this document useful (0 votes)
105 views6 pages

Untold Lineages - Mimic - Variations

The document presents a set of rules for playing as a monstrous mimic in tabletop role-playing games, offering a balanced approach to incorporating these characters without disrupting gameplay. It includes details on mimic traits, abilities, and optional feats, ensuring that players can enjoy the experience of playing a mimic while maintaining game balance. Additionally, it provides guidance for Dungeon Masters on how to integrate these characters into their campaigns and create varied NPC shapechangers.

Uploaded by

njohnsto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

UNTOLD LINEAGES

MIMIC VARIATIONS

OPTIONS FOR ODD CHARACTERS


OR UNEXPECTED NPCS
PLAY AS A MONSTROUS MIMIC
How to use this material:
Sure, you’re a nice DM. You want to give your players what they want. But
when what they want is to play “Something from the Monster Manual”, then
that’s just not practical. Or is it?

Give the player all the powers of the Monster Stat Block and you’ll usually
unbalance your game and seriously annoy all your other players. Restrict the
player to a reskinned and reflavored version of an existing playable race and
the player is unlikely to get the epic feeling they wanted. However, we believe
most playable monster requests can be met, and met in a way that will leave
everyone happy.

Balance and Playtesting


Mimics provided a lot of inspiration for our reimagined changelings found in
our ruleset Untold Lineages: Changeling Variations - and since we’ve given
them a lot of thought we present here a free rule set to allow the possibility of
playable mimics.

We love mimics so we broke down all of the cooler powers and features of the
relevant monster stat block and rebuilt them as an optional feat tree. By

ECLIPSGAMES
making PCs pay for the cool bits using their ASI increases, and carefully
arranging the feat tree structures, the power level of the new monstrous PC is
kept firmly in line with the rest of the party. These rules have been playtested
sufficiently to demonstrate that the feat structure itself is not overpowered or
likely to derail or curtail someone’s game. Occasionally a level prerequisite
may have had to be added to prevent a particular feat from being
overpowered.

DMs may allow players to use this material to allow a PC to play as a


monstrous common mimic. Alternatively the structures suggested here can
be used by DMs to create a wider variety of NPC shapechangers to manipulate
the party from behind the scenes. We’ve included an equestrian mimic
statblock to get you started.

Notes for Players


We hope that you are interested in using this set of lineage feats to play a
sticky mimic. If that is the case you will need to approach your DM with this
content to secure their agreement. Show your DM this booklet and work with
them to devise a way to incorporate these feats into the game world you play
in.

Stick to your guns!

KW Hiscox
We would like to acknowledge the help and support of:
Bill Blyth, Alexander Smith, James Smith, Sue Southgate and Matt Southgate

Layout Template by NathanaÎl Roux - https://www.barkalotdesigns.com

Blue Marble Backgrounds by Corey Johnston - Recolored using Adobe Photoshop.

All fonts used within this material are available under open licenses.

Cover Image: “Mimic Attack” - featuring art by Matthew Richmond from DM’s Guild and a
background image by Malcolm Lightbody via Unsplash Photoshopped by Keith Hiscox. All
rights reserved.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica, and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020-2022 by Keith Hiscox (under the
ECLIPS games imprint) and published under the Community Content Agreement for
Dungeon Masters Guild.

UNTOLD
UNTOLDSUBCLASSES:
LINEAGES: MIMIC
RAKSHASHA
VARIATIONS
II
COMMON MIMICS
Canonically the common mimic can be intelligent
enough to have language, although they may
need the help of other party members to remain
mobile enough for a successful adventuring life.
Some may opt to ride mounts (see the Equestrian
Mimic stat block). Playable common mimics have
the following traits:

CREATURE TYPE
You are a Shapechanger, Monstrosity and are
subject to game mechanics that affect either of
these types.

ABILITY SCORE INCREASES


When determining your character’s ability scores,
increase one score by 2 and increase a different
score by 1, or increase three different scores by 1.
Follow this rule regardless of the method you use
to determine the scores, such as rolling or point
buy. You can’t raise any of your scores above 20.

SIZE
You are Medium or Small. You choose the size.

DARKVISION
You can see in dim light within 60ft of you as if it
were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as
shades of gray.

LANGUAGES
Your character can speak Common.

SPEED
Your walking speed is 15ft.

BITE ATTACK
You may make a strength based melee bite attack
as an action. Reach 5ft. 1d8 piercing damage.

MIMIC ADHESION

You can make your outer layer stickier:

• You may use your reaction to stick to any


object which physically touches your adhesive
skin. A Huge or smaller creature adhered to
you is also Grappled by you (escape DC 10+
your strength bonus). Ability Checks made to
Escape this grapple have disadvantage.

UNTOLD LINEAGES: MIMIC VARIATIONS


1
• You have advantage on attack rolls against any additional feat choice. You may only select feats
creature you have Grappled. for which you meet the prerequisite conditions.
You may never choose to have a number of
METACHROTIC SHAPECHANGER
optional flaws greater than your Constitution
You can use your action to assume the appearance modifier.
of an object or change back into your true,
amorphous form. As long as you do not move, you PARTIAL IMMOBILITY (PREREQUISITE: NASCENT
are indistinguishable from the chosen object. You IMMOBILITY)
can change your size between Medium and Small.
You can make yourself appear as an object of any You suffer mobility problems.
kind, though none of your game statistics change. • Your base movement speed is reduced to 10ft.
You can’t duplicate the appearance of an object
you’ve never seen, and you must adopt a form that • Before you can voluntarily move, you must
has a similar physical mass to your own. Your first pass a Dexterity saving throw DC10(+1 for
clothing and equipment aren’t changed by this every hour since you last used your
trait. movement). You do not need to repeat this
save, provided you continue moving. If you fail
You stay in the new form until you use an action to to move on your turn, then you must save
revert to your true form or until you die. again the next time you want to start moving.
MUTUAL RECOGNITION IMMOBILITY (PREREQUISITE: PARTIAL
You are usually aware of the nature of other IMMOBILITY)
mimics you meet, and they are usually aware of
yours. A mimic wishing to hide its nature from You suffer severe mobility problems.
another mimic must make a successful Charisma • Your movement speed is limited to 5ft a turn,
(deception) check with a DC equal to the other and this cannot be increased through magical
changeling’s passive perception. This successfully means.
hides your nature from them for a number of
minutes equal to the amount by which your roll • Before you can voluntarily move, you must
exceeded their passive perception. first pass a Dexterity saving throw DC14(+1 for
every hour since you last used your
If necessary you may repeat this process for as movement). You do not need to repeat this
long as you need, using repeated Charisma save, provided you continue moving. If you fail
(deception) checks. to move on your turn, then you must save
again the next time you want to start moving.
NASCENT IMMOBILITY (COMPULSORY FLAW)

Common mimics suffer mobility problems, OPTIONAL FEATS


finding it difficult to change location.
Common Mimics can opt to take one of the
• Before you can voluntarily move, you must
following feats, whenever a game feature allows
first pass a Dexterity saving throw DC8 (+1 for
every hour since you last used your you to select one. You may only select feats for
movement). You do not need to repeat this which you meet the prerequisite conditions.
save, provided you continue moving. If you fail
ACID RESISTANCE
to move on your turn, then you must save
again the next time you want to start moving. You have resistance to acid damage. Any damage
you take from acid is halved.

OPTIONAL FLAWS ACID INVULNERABILITY (PREREQUISITE:


GREATER ACID RESISTANCE)
Common mimics can opt to take one of the You have a near immunity to acid damage.
following flaws, at no cost, whenever a game
• You take only a single point of acid damage, or
feature, other than gaining a flaw, allows you to two points from a Critical hit, regardless of the
select a feat. Selecting a flaw bestows an damage total.

UNTOLD LINEAGES: MIMIC VARIATIONS


2
GREATER ACID RESISTANCE (PREREQUISITE:
ACID RESISTANCE) EQUESTRIAN MIMIC (FIGHTER CAVALIER)
Small Monstrosity, Shapechanger, Chaotic Neutral
You have a greater resistance to acid damage. Equestrian mimics pose as saddles. They ride standard animal mounts and
hunt by waiting for humanoid prey to mount the horse, then adhering to it
• You have a greater resistance to acid. You have and consuming it. Being mounted circumvents the mimic’s mobility problems
and provides it with the emergency option of consuming its mount animal.
advantage to saving throws against acid based Armor Class 12 (natural armor)
effects, and take only ¼ damage from acid. Hit Points 83 (10d10+20)
Speed 10 ft. (partial immobility)
INTENSIFIED MIMICʼS CORROSIVE ATTACK Saves: STR+7, CON +6 (1 saving throw reroll per long rest)
(PREREQUISITE: MIMICʼS CORROSIVE ATTACK) Skills: Animal Handling +4, Insight +4, Intimidation +3, Survival +4
STR DEX CON INT WIS CHA
Your Mimic’s Corrosive Attack feat improves.
16(+3) 13(+1) 15 (+2) 8 (-1) 10 (+0) 8 (-1)
• The additional damage dealt by your
Senses Darkvision 60ft, Passive Perception 10
unarmed and natural weapon attacks Languages Common
increases to 2d6 acid damage. Challenge 8 (3,900XP) Proficiency Bonus +4
Damage Resistances. Acid damage.
MIMICʼS CORROSIVE ATTACK (PREREQUISITE:
Metachrotic Shapechanger. The mimic can use its action to
ACID RESISTANCE) polymorph into an object or back into its true, amorphous form.
Its statistics are the same in each form. Any equipment it is
You are able to pump your digestive acids to coat wearing or carrying isn’t transformed. It reverts to its true form if
your surface. it dies. While the mimic remains motionless it is
indistinguishable from an ordinary object, to any creature that is
• Your unarmed and natural weapon melee not a mimic.
attacks deal an additional d6 acid damage. Partial Immobility. When the mimic moves using its own speed,
It must pass a Dexterity saving throw DC10 (+1 for every hour
since it last moved).
NATURAL ARMOR
Born to the Saddle . The mimic has advantage on saving throws
made to avoid falling off a mount. If it falls and descends less
Your outer hide toughens with age. than 10ft it lands on its feet, provided it is not incapacitated.
Mounting or dismounting a creature costs the mimc only 5ft of
movement.
• You gain +1 AC when not wearing armor.
Unwavering Mark. (3 uses per long rest) When the mimic hits a
creature with a melee weapon attack, it can mark the creature
• You may subsequently select this feat more until the end of its next turn. While the marked creature is
within 5ft of the mimic, it has disadvantage on any attack roll
than once gaining the additional +1 AC each that does not target the mimic. The mimic may make an
time. additional bonus action attack against the marked creature, if
the marked creature deals damage to a creature other than the
PSEUDOPODS mimic. The mimic has advantage to this bonus attack and, on a
hit, deals +4 additional damage.
Action Surge. (1 use per short rest) The mimic can make an
You learn to extrude manipulatory pseudopods. additional action.
Actions:
• As a bonus action, you can extrude a
Bite Attack (2 attacks). Melee Weapon Attack. To hit: +7, reach
pseudopod that is up to 6 inches wide and 10 5ft, one target 7 (d8+3) slashing damage and 3 (d6) acid damage.
feet long or reabsorb it into your body. Longsword (2 attacks). Melee Weapon Attack. To hit: +7, reach
5ft, one target 7 (d8+3) slashing damage.
• As part of the same bonus action, you can use Bonus Actions:
this pseudopod to manipulate an object, open Pseudopods. The mimic extrudes or reabsorbs a psuedopod with a
or close a door or container, or pick up or set reach of 10ft, which cannot attack but can be used to interact with an
object of less than 10 pounds.
down a Tiny object.
Reactions:
• The pseudopod contains no sensory organs Mimic Adhesion. The mimic may use its reaction to adhere to
and can’t attack, activate magic items, or lift anything that touches it. A Huge or smaller creature adhered to
more than 10 pounds. the mimic is also grappled by it (escape DC13). Ability checks
made to escape this grapple have disadvantage.
PSEUDOPOD ATTACK Warding Maneuver. (2 uses per long rest) If a creature within 5ft
of the mimic, including itself, is hit by an attack, you can roll 1d8
as a reaction, if you are wielding a melee weapon or shield. Add
Your extruded Pseudopods strengthen and may the number rolled to the target’s AC, if the attack still hits the
target has resistance against the attack’s damage.
now be used to make melee attacks on creatures
Hold the Line. Creatures provoke an opportunity attack from you
within range. if they move 5ft or more while within your reach, on a hit this
attack reduces their speed to 0 until the end of the current turn.

UNTOLD LINEAGES: MIMIC VARIATIONS


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