The tavern keeper asked why we always wore our weapons and armour in the tavern. “Mimics”, I told him. He laughed, we laughed, the table laughed. We killed the table and it was a good night.
Funny, right? But it also points up how I think mimics should really be used in a D&D campaign. Mimics are essentially ambush hunters; they camouflage themselves as something innocuous and wait for their prey to draw within striking distance. Great so far, but the “standard” mimic camouflage is a wooden chest. I get it, if you’re trying to catch adventurers you put out the adventurer bait. But this raises questions for me. Are there so many adventurers coming through the mimic’s lair that a chest is its go-to form? How many stupid adventurers has this mimic eaten, then? Because if I’m exploring a cave network, say, and I come across a chest sitting by itself in the middle of a cavern, that raises more red flags than the Kremlin on May Day. Which is the opposite response a camouflage hunter wants. Ideally they want their prey to want to come closer, but at the very least they want their prey oblivious to their impending entree status.
So here’s a few ideas which I think will make mimics a more interesting challenge to the players. In no particular order:
Anything But a Chest – Unless it’s a room full of chests. But seriously, if a mimic is smart enough to make itself look like a chest when it wants, it should be able to look around and pick a more appropriate item. So yes, maybe the mimic makes itself into the table, or a chair, or a bench. Can you imagine the look of terror on your player’s face when they sit down for a moment’s rest and you ask for an Athletics check at disadvantage (because who is expecting their chair to grapple and eat them?). Definitely brown trouser time.
One is the Hungriest Number – Just because camouflage hunters in our world are usually solo acts doesn’t mean mimics have to be. There is no reason why mimics in your game couldn’t operate as pack hunters, combining their talents to bring down larger groups of prey. Imagine this. Your party is exploring a room, which appears to be some kind of long-abandoned bedroom. The rogue is picking the lock on the wardrobe as the wizard explores the desk, and the fighter is prodding at the bed with her spear. Suddenly the desk grabs the wizard and tries to stuff him into its maw. The rogue turns around at the commotion, only to be engulfed in the jaws of the wardrobe. Frozen in indecision about who to help first, the fighter is attacked by each of the bedposts in turn. The cleric, who stepped down the hall to use the little boys garderobe, returns to find most of his party in the process of being eaten. Out of the corner of his eye the ornate picture frame on the wall begins to move…
Look What my Pet Can Do! – In the real world people train dangerous animals to follow commands all the time. Any animal you’ve seen in a movie that wasn’t a digital construct has been trained to follow commands and generally not eat the people around them. So why not mimics? I can imagine a mimic would make a great pet for wizard looking for a bit of special home protection. Rogues could definitely make use of the mimic’s unique skills; not only stealth, but for getting rid of those pesky leftover bodies at the end of a job. A ranger with a mimic animal companion would be all sorts of fun to play. Training would need to be handled perfectly, and there would almost certainly be some training mishaps as the pet learned who not to grapple and/or eat (“Has anyone seen the neighbor’s cat?”). But the occasional pet is a small price to pay for a cool and creepy animal companion.
How do you handle mimics in your campaign? Do you use them as pets, and if so, do you paper or litter train them? Let me know in the comments.