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Scribe

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

STR 9

-1

DEX 10

+0

CON 13

+1

INT 19

+4

WIS 15

+2

CHA 11

+0

91
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
10 ft.
Speed (walk/run/fly)
12
Passive Perception
Conditions: Prone
/ Damage: Acid

Immunities
Conditions: None
/ Damage: Fire

Vulnerabilities
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+1 Constitution
+6 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
-1 Athletics STR
+3 Deception CHA
+7 History INT
+2 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+7 Religion INT
+0 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +4 STR
 
  • Melee Weapon Attack: reach 5 ft., one target.
  • 1d8+2 piercing damage plus 2d8 acid damage.
Attacks
Shapechanger. The mimic can use its action to polymorph into any book or back into its true, amorphous form. Its statistics are the same in each form. 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 9 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. If wielded, the mimic takes its turn after the wielder (even if the wielder is unconscious) and can take the following actions:
  • Attack

  • Cast a spell

  • Disengage

  • Dodge

  • Use an object (amorphous form only)

Whilst this book is wielded, add the following to the wielder’s skill checks:
  • Arcana +3

  • History +3

  • Religion +3

You can also store 3 unused spell slots each long rest and add these to your pool for the following day.

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.

Innate Spellcasting


The mimic’s innate spellcasting ability is Intelligence (spell save DC 16, d20+6 to hit with spell attacks).

Critical Hit (When wielded). When you score a critical hit with a magic spell attack or the target rolls a critical fail on their saving throw, the target takes an extra 2d8 acid damage.

It can innately cast the following spells, requiring no material components:




Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Senses: Darkvision 60 ft., passive Perception 12
Languages: can read, write (in itself), and understand Common, but can’t speak.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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