Dice Mimics

Mimics are some of the most terrifying creatures for unprepared adventurers to come across. In the dark recesses of ancient crypts and ruined keeps, these metamorphic monstrosities lie in wait to ambush unwary creatures. But where do they come from?

The act of Mimic reproduction has never been observed in the wild, and so the form of natural infant Mimics is totally unknown. This certainly doesn't stop meddlesome wizards from attempting to create reasonable facsimiles of what a Mimic youngling would look and act like.

Crazy Jarl's Greatest Creation

The race of "Dice Mimics" are not, in actuality, true Mimics. While containing many genetic similarities to Mimics, their makeup includes essences from the Beholder, the Gelatinous Cube, and even the Flumph.

Created by Jarl Earl the Mad as a guardian familiar to protect his gambling-prone daughter, the Die Mimic gained popularity as a companion creature for adventurers of all stripes, who value the spectacular eye beams it can produce when threatened. The acclaim he received for the Die Mimic's creation inspired Jarl Earl to open the massively successful Crazy Jarl's chain of discount magic item shops.

The Care and Feeding of Mimics

While the Die Mimic cannot polymorph like its parent species, it maintains the flawless appearance of a normal die up until it exposes its insectoid limbs or eyes to move and defend itself. If well-cared for, a Die Mimic may grow in size, creating more faces and increasing its combat potential, as each face has a number of eyes equal to the number on that face of a normal die.

Die Mimics feed on lint from the pockets in which they are usually carried. They grow very affectionate toward creatures that give them a warm, enclosed space to sleep and feed them the occasional bug as a treat.

Variant: Die Mimic Familiar Spellcasters who enjoy a good game of craps may take up a Die Mimic as their familiar. The Die Mimic is timid, though it will not abandon its owner. A Die Mimic serving as a familiar has the following trait: Familiar. The Die Mimic can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the Mimic senses as long as they are within 1 mile of each other. If its master causes it physical harm, the Mimic will end its service as a familiar, fleeing and breaking the telepathic bond.

Image Credit: The Game Crafter

Die Mimic (d6) Tiny monstrosity, unaligned Armor Class 12 (natural armor)

12 (natural armor) Hit Points 10(3d4 + 3)

10(3d4 + 3) Speed 20ft. STR DEX CON INT WIS CHA 3 (-4) 17 (+3) 12 (+1) 5 (-3) 13 (+1) 8 (-1) Skills Stealth +5

Stealth +5 Condition Immunities prone

prone Senses darkvision 60ft., passive Perception 11

darkvision 60ft., passive Perception 11 Languages ----

---- Challenge 1/8 (25 XP) False Appearance. While motionless, the Mimic is indistinguishable from an ordinary die. Actions Bite. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) acid damage. Die Rays (Recharge 6). The Die Mimic rolls itself five feet in a given direction (or uses its reaction after being rolled up to 30 feet by another creature). Every eye on the face it lands on opens and fires a beam at a creature within 30 feet. The Mimic makes 1d6 beam attacks, each with a +5 bonus to hit, dealing 1d6 Force damage.

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Variant: Other Dice A well-fed Die Mimic may grow in size and number of faces. Die Mimics can range from d4's to d12's. The Mimic's size determines what die is rolled to determine its number of Die Ray attacks.