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The fantasy world is one of adventure, magic, and monsters. One of the most iconic monsters in Dungeons & Dragons lore is the mimic. A shapechanger that can take the form of almost any object.
A plain, unadorned chest holds the ancient riches of a long-forgotten king. A barred oak door leads to a chamber of arcane secrets. A priceless work of art hangs within easy reach. The mimic is a deadly predator, using curiosity and greed to lure duped prey into its ravenous maw.
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Get 20 Things that are Actually a Mimic that you can use in your Dungeons & Dragons games.
Your attention is drawn to a massive ivory throne at the far end of the hall. It’s meticulously carved into the form of a panther with its maw open. Resting in narrow sockets lies eyes glinting of brilliant ambient. A character who succeeds on a DC 13 Intelligence (Investigation) check confirms the gems to be rubies.
A small fisherman’s boat rests along the beach. Its pristine red cedar hull glistens under light. A character who succeeds on a DC 13 Wisdom (Survival) check notices no humanoid tracks on the beach. The fresh tracks from the boat suggest it's been here for no longer than a few days.
This room contains multiple doors exiting the room on each wall. One door stands out among the others. It is noticeably made of cherry walnut, a much stronger wood than the others. In addition, it has large bars to keep out any who aren't allowed beyond its threshold. A character who succeeds on a DC 14 Wisdom (Perception) check notices that unlike all the rest of the doors that are inlaid into the wall, this door protrudes from the wall. Indicating it was likely added after the others.
Embedded in the cobblestone wall to one side of the room is a large chiseled fireplace. In its mouth lies a small steel ornate chest with silver and gold filigree. The box appears to be blackened with char. A character who succeeds on a DC 16 Wisdom (Insight) check finds it strange that the box is blackened, but the fireplace itself has no ash or debris from a fire.
Standing up against the bedroom wall is a large red oak wardrobe. It has double doors and a glistening polish. A magnificent carving depicting an elven grove must have been crafted by a master woodworker. If the value of what’s inside is any indication of its outside, it likely holds clothes and jewels fit for nobility. A character who succeeds on a DC Intelligence (History) check recalls traveling merchants selling them at a price that only royalty could afford.
In the distance, there is a large outhouse standing erect at the edge of the field. Its structure is simple. Vertical polished ash wood boards give the outhouse a look as if it has never been used. Upon the door is a large moon-shaped slit presumably to let in line from the outside. A character who succeeds on a DC 14 Wisdom (Survival) check notices that there aren’t any tracks leading to the small private building.
The library contains rows and rows of bookshelves and scroll racks that stack nearly to the ceiling. In the back corner is a large ornate pedestal. Atop the pedestal is an oversized tome. Arcane glyphs and runes can be seen on the tome's cover revealing it to be a wizard’s spellbook. Its size indicates decades of knowledge and perhaps spells contained within. A character who succeeds on a DC 16 Intelligence (Arcana) check can identify that many of the glyphs and runes aren’t functional in any way and are fake with no meaning.
Hanging from the wall within this room is a glamorous and exquisite mirror. A wide and thick white pine frame. The frame is embossed with imagery of an endless forest of pine trees. The reflection of the images seen through the mirror is distorted. Objects appear stouter and thicker than the originals. A character who succeeds on a DC 14 Intelligence (Investigation) check observes that the collection of pine trees in the frame look not dissimilar to rows of teeth around the frame.
A golden sarcophagus with a carved depiction of its owner sits nestled in an alcove. Arms crossed over its chest holding golden wands with valuable gems held at their end by hawk-like claws. A character who succeeds on a DC 16 Intelligence (History/Religion) check notices that the depiction doesn’t follow a specific rule for the burial ritual. The ritual feature often leaves a mark on the cover created by loved ones.
Coated in dust and cobwebs sits a large collection of tomes and scrolls. Most tell fanciful stories of heroes and villains. Others tell legends of lost civilizations and lore on monsters of the realm. One book stands out among the collection. Bound in fur and leather straps. The title on its spline says “100 Objects that May Be a Mimic”. If someone opens the book to read it, it simply says “THIS!”. A character who succeeds on a DC 13 Wisdom (Perception) check notices that this particular book doesn’t have much dust or cobwebs on it. It’s as if it was added to the collection recently.
At the end of the corridor hangs a large intricate and elegant painting with a frame crafted in exquisite detail. The painting displays a family of noblemen of clearly extreme wealth. They set upon a treasure chest overflowing with coins, jewels, and other trinkets of value. No doubt this piece would fetch a wonderful price to the right collector. A character that succeeds on a DC 17 Wisdom (Insight) check finds it strange that a painting of such value would be in such a strange area without others to complement it.
Inside this circular chamber are twelve pedestals with golden statues resting atop them. Each statue represents one of the animals of the zodiac. A character who succeeds on a DC 15 Intelligence (Investigation) check notices scratches on the room floor around all the statues as if someone has moved them repeatedly.
Resting against a wall is a large bed easily sized for two or three people. The wooden design takes on the form of a bear. Each of the four legs is a bear’s paw. The most outstanding feature is the fact the bed doesn’t appear to be made out of straw, but instead, the bedding may be full of something much softer. Wool perhaps. Something only the wealthy often gets to experience. A character that succeeds on a DC 14 Intelligence (Investigation) check notices that there are no visible marks left on the floor from nightly activities.
Pulled to the side of the road is a damaged and broken down carriage. The elaborate design suggests it must have been owned by a noble family. A wheel is busted, and a door lays wide open and hanging from a hinge. Its condition suggests likely bandits ambushed and robbed, and likely took the owners. A character that succeeds on a DC 16 Wisdom (Survival) check notices no tracks of any kind leading to or from the carriage.
A large shaped thin steel bowl sits at the center of the room. Master-level metal shaping and work went into the beautiful design of the brazier. Its highly reflective surface makes for great lighting that can fill the room. A single flame blazing in the brazier would provide more light than ten torches. A character that succeeds on a DC 14 Intelligence/Wisdom (Investigation/Perception) notices that the brazier has no ash to indicate it has ever been used.
The corpse of an adventurer wearing plate armor lays on the floor with its front shoved toward the wall. Old dried blood coats the once brilliant armor. A large steel blade with an ornate cross guard and hilt with a gleaming gem in its pommel. A small bulging satchel strapped to the corpse's back. A character who succeeds on a DC 17 Intelligence (Investigation) check sees no scuff or scratch marks upon the stone that the suit of armor would have surely left behind during a battle.
Along the hallway are a collection of stone benches. Each one is carved in the likeness of a dragon. Along the opposite wall is a grand mosaic that illustrates a great battle involving the dragons and many other sentient species. The scene and benches provide the perfect opportunity to catch a breather. A character who succeeds on a DC 16 Intelligence (Investigation) check notices that each bench is different, except for two. They are nearly identical, down to the cracks and chips.
Stacked in triple layers sits a collection of wooden barrels. The rings are stamped with Burbontoe Ale. One barrel sits atop a stool with a finely crafted wooden beer tap placed for ease of access. A character who succeeds on a DC 16 Wisdom (Perception) check notices that the barrel doesn’t have the same Burbontoe logo stamped into the rings.
In the corner of the room sits a black and silver-lined grand piano. Crisp and shimmering ivory keys beckon to be played by a minstrel. Several rows of chairs sit in a crescent half circle for listeners to get a glimpse of the majesty the large instrument can generate. A character who succeeds on a DC 15 Wisdom (Perception) check notices several other instruments broken and damaged left in a pile in a corner.
At the center of a large 20-foot diameter pool of acid sits a boulder large enough for two medium creatures. The jump could be easily made and allow someone to cross the deadly acid pool. A character who succeeds a DC 18 Intelligence (Nature) check knows that the acid should have eaten away at the boulder, or at the very least there should be evidence of wear on the stone if it had been there for any length of time.
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