AC 12
HP 76 (9d12 + 18; bloodied 38)
Speed 30 ft. (15 ft. in object form)
Proficiency +2; Maneuver DC 14
Skills Stealth +4
Condition Immunities grappled , prone
Senses darkvision 60 ft., passive Perception 12
Languages —
False Appearance. While the mirage monster is motionless, it is indistinguishable from an inanimate object.
Sticky. A creature, object, or weapon that touches the mirage monster is stuck to the mirage monster. A creature can use an action to make a DC 14 Strength check, freeing itself or an object or creature within reach on a success. The effect also ends when the mirage monster chooses to end it or when the mirage monster dies.
Telepathic Sense. A mirage monster telepathically senses the presence of humanoids within 120 feet and gains a mental image of any inanimate object desired by any of the creatures it senses. This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Water Soluble. If the mirage monster is splashed with at least 1 gallon of water, it assumes its true form and the DC to escape its Sticky trait is reduced to 10 until the end of its next turn.
Legendary Resistance (1/Day). If the mirage monster fails a saving throw , it can choose to succeed instead. When it does so, it immediately shapeshifts into its true form if it has not already done so.
ACTIONS
Multiattack. The mimic makes a bite attack and a pseudopod attack.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and the target is subjected to the mirage monster’s Sticky trait.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature stuck to the mirage monster. Hit: 9 (2d4 + 4) piercing damage, and the target is restrained until it is no longer stuck to the mirage monster. While a creature is restrained by the mirage monster, the mirage monster can’t bite a different creature.
Swallow. The mirage monster makes a bite attack against a Medium or smaller creature restrained by it. If the attack hits and the mimic has not swallowed another creature, the target is swallowed and no longer stuck to the mimic. A swallowed creature has total cover from attacks from outside the mirage monster, is blinded and restrained , and takes 5 (2d4) acid damage at the start of each of the mirage monster’s turns.
If a swallowed creature deals 10 or more damage to the mirage monster in a single turn, or if the mirage monster dies, the target falls prone in an unoccupied space of its choice within 5 feet of the mirage monster and is no longer swallowed.
BONUS ACTIONS
Shapeshift. The mirage monster changes its form to resemble an inanimate object of its approximate size or changes into its true form, which is an amorphous blob. Objects it is carrying or stuck to are not transformed. While shapeshifted, its statistics are unchanged. It reverts to its true form if it dies.
LEGENDARY ACTIONS
The mirage monster can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Grasping Pseudopod. The mirage monster makes a pseudopod attack with a range of 15 feet. On a hit, the target makes a DC 14 Strength saving throw . On a failure, the target is pulled up to 15 feet towards the mirage monster.
Bite (Costs 2 Actions). The mirage monster attacks with its bite.
Combat
The mirage monster waits in object form for a creature to touch it and then uses its bite. If a creature within 5 feet of it shows no inclination to touch it, it attacks with its pseudopod and then bites the stuck target. The mirage monster tries to swallow creatures it has restrained , using its pseudopod to defend itself against other assailants. If the mirage monster swallows a creature, it shifts to its true form and tries to escape.
Mimic Disguises
1–3 Treasure chest
4 Sack overflowing with coins
5 Gold idol
6 Throne
7 Large gold-embossed book
8 Door with a face, blocking a passage
9 Privy
10 Wine cask or beer keg
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 True to their name, mirage monsters take the forms of inanimate objects or geographic features in order to lure their prey.
DC 15 In its true form, a mirage monster is a mass of sticky protoplasm with a maw that can sever limbs in a single bite.
DC 20 Water dissolves a mirage monster’s gluey secretions and forces it to revert to its true form.
Mimics flourish in dry environments. Nowhere is this more apparent than in sandy deserts, where some mimics grow to immense size. Mirage monsters are huge mimics that lure travelers by masquerading as pools of water, wells, trees, huts, caravan wagons, or other potential sources of refreshment.
1 Pile of bones
2 DC 14 Perception check: dried bloodstains on the ground
3 DC 14 Perception check: footprints that approach the mimic then disappear
4 One or more inanimate objects that look exactly like the mimic
Mimics are most common in dry subterranean environments, but they can also be found in deserts.
CR 0–2 mimic
Treasure 400 sp, 1,000 cp
CR 3–4 mirage monster ; mimic with rug of smothering ; mimic with 2 animated armors
Treasure 80 gp, half plate armor , potion of healing , 1 spear (named Velnir; reappears in the wielder’s hand when thrown)