Ah, blessed 4e. Mimics are found in the Monster Manual III, which seems odd with it being such a classic monster and being one of the most well known monster in all of DnD so much so as being added into other games and content. Then again, the Mind Flayer was also relegated to the same book, so we aren’t quite sure what happened here. Where 3.5e scales the mimic down to only one type, 4e created three different types of mimics, with the Impersonator Mimic being as awesome as it is deadly.

But first, the Object Mimic is the traditional mimic that we have been working with since AD&D. The party walks into a room, there’s a chest in the corner, the greedy rogue goes up to open it up and mayhem ensues. This mimic has been buffed a decent amount. It’s HP is now up to 71, and it’s AC takes a big jump to 23. Though it’s the damage where this mimic really increases in power. If the mimic surprises the character, which is now a DC 24 perception check, then it deals an extra 2d6 damage on the ambush… So that is new and it sucks for the players, but the cackling of the DM will pry drown out their crying.

There are also a variety of different attacks the typical mimic can make. The Slam is the standard attack the mimic has had in every version, and the damage is increased to 2d8+7. The “glue ability” is now described as Crushing Tendrils, this attack does 1d8+4, which is the same as the previous versions slam attack, but they now grapple their prey on this attack. When the mimic maintains this grapple on the character, the target takes 15 acid damage. Oof. Finally, this mimic now gets a Ravening Maw attack. This is its most powerful attack, as a successful hit deals 2d8+11 points of damage and the player is slowed.

The form of the Object Mimic is broken out into two forms in 4e. It’s Object form is what we what we normally think of when we think of a mimic, while it cannot move in this form, it does get a hefty +10 to its resist all damage. The downside is it cannot attack, so once the player is surprised, it immediately changes into its Ooze form and attacks. The ooze form also allows the mimic to escape if the battle is going poorly for it. This form allows the mimic to squeeze through smaller areas that the party may not be able to. Once it has fled to a safe place, it will revert back to object form, most likely taking on the appearance of part of the wall or ceiling to avoid being discovered.

Now we can get to the Impersonator Mimic, who is just as nasty as you’d hope. This mimic can assume the form of a humanoid, no more blatantly out of place chests in a dungeon for this mimic! These mimics can be found above ground as well as underground. Nothing like going into that oddly empty tavern in the middle of nowhere to get a drink after a long day, only to be attacked by a mimic. The first thing that comes to mind with these mimics are the liquid terminators in Terminator 2!

Oh, and should we mention that they now absorb all the knowledge and language of the person they devour and impersonate, then use their new “skin” to hunt down more unsuspecting prey? Yea, they do that. They are mean and nasty, and that is even before we get to their increases in HP, AC and damage output… and the spawns… they have Mimic Spawns.

These little guys may not seem like much at first glance, but they function as minions to the Impersonator Mimic, who creates them from their own body, and they will sacrifice themselves to save their… momma?… whenever needed. Spawns can only assume object form, but upon the start of combat will revert to their ooze form and attack. They have one attack, doing 12 damage and once they get old enough they’ll become an Object Mimic followed by an Impersonator Mimic… and we assume that if you get enough of these guys together, they may even become House Hunters from 2e.

Here is my attempt at recreating the 4e Mimics.

5e