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Irky

4 Level (0/6500 XP for level-up) Irksome Background Mimic Race / Species / Heritage Chaotic Neutral Alignment
Mimic
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
18
+4
DEX
11
+0
CON
15
+2
INT
5
-3
WIS
11
+0
CHA
8
-1
94
Hit Points
+0
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
10 ft.
Speed (walk/run/fly)
10
Passive Perception
Conditions: Prone
/ Damage: Acid

Immunities
The mimic makes two attacks: / One with its bite.
One with its weapon attack.

Multiattack
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+0 Dexterity
+4 Constitution
-3 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
-3 Arcana INT
+10 Athletics STR
+2 Deception CHA
-3 History INT
+0 Insight WIS
-1 Intimidation CHA
-3 Investigation INT
skills
+0 Medicine WIS
-3 Nature INT
+0 Perception WIS
-1 Performance CHA
+2 Persuasion CHA
-3 Religion INT
+0 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +6 STR
 
  • Melee Weapon Attack: reach 5 ft., one target.
  • 1d12+3 piercing damage plus 2d12 acid damage.
Weapon Attack (Object Form Only) +6 STR
 
  • Melee Weapon Attack: reach 5 ft/10 ft. (reach and other properties dependent on weapons form), one target.
  • 1d4 / 1d6 / 2d6 / 1d8 / 1d10 / 1d12 + 4 bludgeoning/piercing/slashing (dice and damage type dependant on weapons form) damage plus 2d8 acid damage.
  • Critical Hit. When you roll a natural 20 with this attack, the target takes an extra 2d8 acid damage.
Attacks
Shapechanger. The mimic can use its action to polymorph into any melee weapon or back into its true, amorphous form. The statistics of its Weapon Attack change depending on its form, but its statistics are otherwise unchanged. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature which picks up the mimic can’t be disarmed of it unless it succeeds in a DC 14 Strength check, made with disadvantage. The mimic can only adhere to one creature at a time. The mimic has advantage on attack rolls against any creature adhered to it.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary weapon.

Wield (Object Form Only). Can be wielded. When this weapon is used by the wielder, it acts as a +2 magic weapon (standard proficiency rules apply). If wielded, the mimic takes its turn after the wielder (even if the wielder is unconscious) and can take the following actions:
  • Attack

  • Disengage

  • Dodge

  • Use an object (amorphous form only)

Bargain of Opportunity (When wielded). Before each of its turns, the wielder must roll a Charisma Saving Throw (DC 12) - depending on how well the mimic is looked after, the GM may decide that this is done at advantage or disadvantage.

On a pass, the mimic acts in a way that benefits the wielder. On a fail, the mimic bites the wielder.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: can speak Common (mostly in insults) but can’t read or write.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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