April 22, 2024

Monster Deep Dive: Mimics

Monster Deep Dive: Mimics
Monster Deep Dive: Mimics
Hello, Adventurers!
Monster Deep Dive: Mimics

In this lively podcast episode, hosts Jason Portizzo, Joe McCall, and Jim Crocker plunge into the Dungeons & Dragons universe, honing in on one of its most iconic and unpredictable creatures: the Mimic. The conversation kicks off with a fun chat...

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In this lively podcast episode, hosts Jason Portizzo, Joe McCall, and Jim Crocker plunge into the Dungeons & Dragons universe, honing in on one of its most iconic and unpredictable creatures: the Mimic. The conversation kicks off with a fun chat about each host's beloved monster before delving deeply into the intricacies of Mimics.

The hosts share valuable insights into the Mimic's abilities, including its shape-shifting prowess, sticky nature, and tactical combat strategies. They highlight how Mimics can add an element of surprise and suspense to the game by masquerading as anything from a mundane object to a deadly threat. Emphasizing the role of creativity in game mastering, they discuss using Mimics to create psychological tension and present challenges that go beyond simple combat encounters.
The episode also explores various ways to enrich Mimic encounters through storytelling elements, strategic combat tactics, and interactions with other elements within the dungeon environment. Wrapping up with a call for listener engagement, the hosts invite feedback and anecdotes about their audience's most memorable Mimic encounters.

TheMonstersKnow Mimic Tactics: https://www.themonstersknow.com/mimic-tactics/
DM Dave's Mimic Museum One-Shot (free version): https://dmdave.com/free-adventure-mimic-museum/

Tell us your craziest mimic story! helloadventurerspodcast@gmail.com or helloadventurerspodcast.com/voice

WEBVTT

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Hello Adventures, the podcast for role
players aim game masters to help level up

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your game. We're done your masters, Jason Portiso, I'm Joe McCall and

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Jim Craper, and today we're gonna
see if this is really my microphone or

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not. We're talking about mimics.
No fantastic. Jim got to do his

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Nole's deep dive last month. I
get to his favorite monster. Joe got

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to talk about Haggs, which I
assume is his favorite monster. If you

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if you want to talk about it
that bad? Do you have a favorite

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monster? Joe just has is like
not a bad answer, but like you

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look a little I don't know if
that's my favorite. I had just I

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had just done a lot of research
on eggs, which is why I get

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I don't know, come back to
me on who my favorite? My favorite

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monster? I feel like it's like
having a favorite dinosaur. You just have

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that answer ready to go. Is
most recently prepped monster? Yeah, I

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have a favorite. You need to
go get yourself favorite. What should Joe's

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favorite monster be? Let us know
at Hello Adventures Podcast at gmail dot com,

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or just yelled Joe's favorite monster at
him at Hello Adventures Podcast dot com

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slash voice. Yeah, or anytime
you see me on the street. Yeah,

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in the supermarket, youngs Joe yous
you can meet, you can yell

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in front of Joe's house. If
the address in the show notes, I

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am going to leave a link to
your address. Ten to fifty five way

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Yes. In the Australia. Uh. But my my absolute favorite monster Uh,

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not only just because they're just like
they're so fun to throw in a

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game, but they can be like
they can just be so just iconic and

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everyone kind of knows what they are, whether they play the game or not,

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and like it's it's just a cool
like identifier that you are, like

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kind of on the end of this
game, I have I have a bunch

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of tattoos, but I do have
a mimic tattoo Nom Nom Nomin on a

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D twenty and it's right on my
wrist. It's one of the one of

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the most easily seen tattoos that I
have, and I'm proud of it.

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So we're gonna talk about just just
how cool mimics are. When we started

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pitching this deep dive idea, we
thought this is gonna be like a very

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informative thing, and it's gonna be
very academic and we're all gonna learn something

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today. And then and then Jim's
like, I'm gonna tell you my favorite

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things about Knowles and like so that
the Hags episode was like a very like

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no high school level book report,
Like I'm not gonna lie to you freshman

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college. How about that? I
guess you know high school is fine.

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Yeah, it was a high school
mulde better, it was a it was

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a research paper, and and and
I was cool hundred tons from that episode.

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And then Jim Brook pretts it right
down to think, these are my

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favorite things about Knowles, and I
was, you know, this is this

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is the energy that I want.
So I'm gonna tell you my just some

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really cool things about mimics. And
but I would make sure that you learn

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a lot about their their combat and
how they're used in games, because just

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looking at their stat block is like, Okay, these are kind of cool,

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but like when you really like dissect
their stat block, they're awesome,

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and they can really they're a low
cr but they can really kind of mess

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up some low level of parties.
So can I please and terrify your players?

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Oh god? Yeah, let's just
sometimes sometimes the combat is not the

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payoff. I want the I want
the ever looming threat of mimics out there.

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So which is gonna get me to
my first point? So let's get

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into it. So my first point
and like this is just like, let's

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just get this off the bat.
This is probably the coolest thing about them,

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and the most iconic part of them
is that anything can be a mimic

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if you don't know what and what
kind of enemies to throw at your players

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today, guess what that's a mimic. Now, Yeah, I was gonna

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say, can you give us a
broad sense of exactly what mimic is for

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those Yes, I'll thousand foot view
of mimics. Let me back it up

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a step. So, mimics are
shape shifters, and in their true form

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they're kind of like amorphous blobs.
But their true form is not what makes

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them interesting. In fact, rarely
do ever even see them in their true

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form. In what is called object
form, they can perfectly take the form

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of anything, and usually inanimate objects. Very generous DM could maybe even turn

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them into like shape shifters, but
that's really kind of beyond beyond it,

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So we'll just say inanimate objects most
classically chests. You'll kind of always see

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them in the treasure chest form,
although that is not the only option that

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they can be. They really can
be anything. In fact, I'm gonna

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look at the stat block here that
I could have sworn I had up pa

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saw one of the Facebook groups like
they were like spot the mimics in this

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picture, and I think they ended
up being a bail of hay a,

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just like a support beam like in
a barn. No, no, I

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forget what the other thing was,
like a rock or something to reading stript

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from the stat block here. So
this is the shape changer ability. The

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mimic can use its action to polymorph
into an object or back into its true

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amorphous form. Its statistics are the
same in each form. Any equipment it

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is wearing or carrying is not transformed. It reverts to its true form if

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it dies, which is usually the
only time you're going to see the true

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form, and the other one is
false appearance. While it's an object form

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only, while the mimic remains motionless, it is indistinguishable from an ordinary object,

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so it is a perfect copy.
This isn't like Pokemon's ditto where it

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still has the weird looking eyes this
is like a this looks just like the

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thing that it's mimicking. Like I
say, the most classic version of it,

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this goes back to to first edition
where it's going to take the form

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of a treasure chest and you throw
it in your dungeon and the players don't

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poke it with a ten foot pole. First, they don't throw a ball

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bearing at it, and then all
of a sudden, this treasure chest is

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now nomin on them. Yeah they
lose a hand yep, yeah, yeah,

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or whole arm and like they're there's
a you can really get into maaming

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rules and that's that's a that's an
earlier edition thing, but their rules are

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still out there and just throwing out
there. But yes, a mimic can

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be anything, So not only just
the classic treasure chest, but some other

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really like nefarious examples that I hear
get thrown around a lot. A door

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could be a mimic, the door
frame could be the mouth of a mimic.

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The door knob, A lot of
door stuff gets thrown around. My

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players can check the door, they'll
knock on it and say, okay,

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I'm pretty sure it's real. Then
they reach for the knob and it's like

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rolling a mimic. It could be
a potion which is a really messed up.

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Oh yeah, that's a good one, or the floor a tile on

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the floor. Absolutely, there are
labels. Yeah, there is a there's

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a campaign that I'll mention. Uh
oh no, I might as well mention

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it now. So I mentioned Dan
Dave a lot on the show because he

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I follow his patren and he comes
down with new campaigns like every week.

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And I have run this particular one
shot I want to say, three or

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four times at a different store games
and even at my own table at home.

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And you know, I might be
biased, but it was my favorite

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one he's done. It is called
Mimic Museum. And the the first thing

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you want to do is not tell
your players what it's called. Kind of

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kind of gives up the museums,
musicum. And the first time that they

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reach for that book on the shelf, it's the first one they're going to

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run into. So mix in that
game the book in Harry Potter, right,

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and it looks like a book with
teeth. I think a better Harry

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Potter example is the Womping Willow.
Yeah, it just looks like a tree

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yep, until it starts until just
in that game alone. Off the top

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of my head, mimics can be
a book, a chair, some some

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sort of like weapon artifacts like that's
like behind glass I think in hire ornamental

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shield hanging on the wall, the
yep, I think one of the higher

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levels, the one of the one
of the suit of Armors and fair skin

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rug. I believe there's even a
mimic animated like wooing like mammoth skeleton.

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That's that's part of that one.
And my my favorite is is in you

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know this this is kind of just
for the DMS here, ok, just

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just like if you're a player,
just fast forward like thirty seconds in the

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in the final battle, it's a
couple of cultists and their backpacks are mimics.

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Oh geez, it's the they're carrying
around with them. They're swapping out

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artifact from for mimics. Yeah,
sure, so it's it's it's a really

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fun andmpaign. I'm gonna have a
link to that in the show notes.

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I believe a single level version of
it is free, and if you subscribe

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a Patreon you get all levels.
But yeah, so it really literally anything

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can be a mimic, and I
want you to get creative. Okay,

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we're done with cursed items. Okay, we're going mimic items. It's like,

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all players, he's a sword sticking
out in the in the middle of

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there, and it looks like a
it's like a shiny plus three sword.

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Let's go, let's go check that
out. Nope, can't get big.

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The not only the womping willow,
but I mean the classic mimic is the

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is John Carpenter is the thing?
Yeah, anything and any one could be

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could be the It could be the
thing. Yeah, maybe not any one

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in the Inn D and D's case, but it's you know, you never

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know what it's going to be.
And then you start throwing enough mimics at

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people and they start questioning everything.
And this is the psychological torture that we

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want. Yeah, that's what we
want to do to our player. The

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fight itself is not that bad,
and actually let's get into fighting. Hello

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Adventurers, just stepping in here to
remind you guys that we're actively looking for

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submissions for our Hello DMS episode that
gets reported every month. Send us your

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Burning D and D questions the Helloadventurers
podcast at gmail dot com, or send

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us a voicemail by visiting Helloadventurers podcast
dot com slash voice. Don't forget to

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begin your message with Hello, DMS. You can't wait to get your questions

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00:09:50.960 --> 00:09:54.080
to talk about them on the show. Send us your questions today. That's

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00:09:54.120 --> 00:10:00.879
Helloadventurers Podcast at gmail dot com,
poorly the voice at Helloa adventure podcast dot

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com slash voice. Now let's get
back to the show. So mimics are

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only a challenge reading too. So
this is you know, made for lower

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level parties, but that doesn't mean
higher level versions of them don't exist.

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There are there's a lot of I
don't know if cobol Press specifically has beefed

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up mimics stats, but there are
lots and lots of third party beefed up

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mimic stats. So you can throw
a higher level players or again, the

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fight, the mimic fight is not
the main event here. It's the psychological

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torture that anything could be a mimic. That's kind of kind of like a

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jump scare when when you realize what's
going on with it. Yeah, and

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I find that the the the the
inverse bell curve of the same type of

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bell curve that you'll see on like
when you do like a dumb joke,

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over and over and over again.
Okay, it's very funny, and then

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it's very funny, and then it's
less funny, and then it's less funny,

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and then it's annoying, and then
you hate the person that does it,

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and then you just want to kill
them, and then it's worse,

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and then it's worse, and then
all of a sudden, it's funny again.

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Yes, and the funnier than it
ever has. You just keep pushing

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on through the part where they want
to kill you, mimics through the same

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thing. You throw one or two
at them. They're having a good time.

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You throw a bunch at them.
They're like, okay, I can't

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everything can't be a mimic ken it. And they're like, okay, it

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just starts to feel like a rug, like like just just a rug pull

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at some point, Yeah, but
guess what that rug is? A mimics.

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Then it's like, okay, you
gotta throw something other mimics at us.

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It's like, really, another mimic, Jason, really, and then

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it's like okay, enough with the
mimics. And then finally it's like,

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okay, I'm pretty sure this thing
is a mimic then they start having fun

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with it again, so just keep
throwing it at them, and so they

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want to kill you and keep going. But mimics in in actual combat have

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a couple of really cool things going
for them, and that is their grappling

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ability, which is just it's it's
tops here and in such an unassuming type

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of enemy. Not only do they
have the grappler fee so that when they

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are grappling you they have advantage on
their byte attack, but they also have

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the adhesive property, which means that
anything and anyone will stick to it as

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soon as they touch it. It
doesn't even have to be the pseudo pod

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tongue. They can just try to
unlock the fake chest and all of a

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sudden there's stuff stuck. Wow,
and anything stuck to mimic is instantly grappled.

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Now, escaping from a mimic scrapple
is only a DC thirteen strength However,

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being grappled because you disadvantage on the
strength check. Yeah, so now

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I gotta make a DC thirteen at
disadvantage, which is still not that difficult,

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but you know your your chance to
basicly cut in half. And then

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they have their byte attack on top
of that, which is only a D

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eight, but it's also not only
is the piercing damage from the bite,

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but it's also an additional D eight
for acid damage. So if you're going

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against a bunch of level two's,
like you're like a CR two monsters are

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supposed to, that can really be
kind of devastating for your low your low

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HP classes like Wizards, Sorcerers that
you know, start seeing a spell scroll

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on the floor and then all of
a sudden, the pseudo pod is coming

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out of it. On top of
the bite attack, it does have a

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pseudo pot attack, which I believe
they flavor as the tongue, and it's

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the damages finds a d A plus
three for bludgeoning. But the more important

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part of it is that does subject
them to the adhesive trait and it's less

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about the damage. The damage is
a bonus, but it's a way of

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grappling something that hasn't touched it yet. Yeah, and these are also critters

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that I think are ideally combined with
other monsters, right like that situation you

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described where the cultists have those mimics
on their back because they've developed you know,

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they've either like cut a deal with
them or developed some kind of symbiotic

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relationship or something like that that's really
into an interesting use of them, Like

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if they're like if there's a single
mimic at the end of a haul,

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you get the jump scare, but
then the party just gets together and they

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just you know, just mash it
to pit, mash it to a pulp.

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But you combine it with other monsters, then you start getting into some

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interesting stuff. Mimics hold hold people
down while you know, the orcs bashed

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brains in that kind of thing.
Yeah, or even just anything to just

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distract the other players from saving the
grappled player, because if a mimic produces

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you to zero, it then starts
to digest you. Yeah, there we

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go, and it will do a
D eight of horrific. It'll do a

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date of acid damage every turn.
So even if you're making your death staves,

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it's still going to give you one. Yeah, and that is a

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real sense of urgency for the other
players to get you. I think it

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would be really great to pair them
with like a trap slash puzzle, you

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know, have a couple of mimics
and then trap happening at the same time,

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or a trap that triggers that or
something, you know. I mean,

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there's a couple of things that jump
immediately to mind for me. And

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the first is that if they've got
that acid secretion and the digestion and stuff

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like that, you know, maybe
you'd decide, I don't know whether this

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is like there's anything in the stat
block to indicate this, not necessarily,

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but maybe you decide that they are
immune to the acid image from a gelatinous

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cube. Oh, they actually are
immune to acid damage. Gin there,

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we mean to acid damage. So
they take the form of a skeleton,

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right, you know that is like
half dissolved in a gelatinous cube with like

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one hand with a ring on it
just out of the right. You know.

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Not only do they grab you,
they yank you into the gelatinous cube

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and you know them and the you
know, the mimicing Jilt's cube and kind

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of just digest you together as part
of a you know, a happy family.

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That's how you jump this up from
a level two encounter up to like

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six or so. Yes, yeah, that's great. Yeah, you have

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that working with that critter. The
other thing that I that that occurred to

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me is that, you know,
mimics have to reproduce somehow, right,

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there's got to be baby mimics out
there, and so maybe you've got a

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big mimic in the form of a
treasure chest, right, and all the

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gold pieces that are layered in it, those are tiny little babys, right,

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So you flip the lid open and
your hand is stuck there, and

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then these things all just you know, and maybe they're only doing one point

241
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of damage apiece, but there's a
dozen of them, you know, and

242
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your buddies have to peel them off
at you or stab them very carefully or

243
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something like that, you know,
as they're swarming around the place, stepping

244
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into a red red ant hill,
right, Yeah, they're all fighting you

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at the same time. I'm sure
someone out there has like a cr one

246
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quarter version of the mimic. Yeah, and then there's just a huge swarm

247
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of them because they stick to you. Oh God, Now, I know

248
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when you said baby mimic, you
meant like a mimic child. But like,

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I have this horrifying image in my
head of a baby mimic. Oh

250
00:16:29.720 --> 00:16:37.159
god, a human child with a
doll. The doll yeah, but uh,

251
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a baby I too. I took
a look at the monsters know what

252
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they're doing, and there's another hord
mimic where like if you're fighting a dragon,

253
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it's horde could also be Yeah,
there you go, a mimic.

254
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Oh so now you mimic. Not
only are not getting a horde at the

255
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end of this dragon battle, but
now you got mimics on. Now you

256
00:16:57.000 --> 00:17:00.919
got mimics on your hands. Yeah, they are. They're one of the

257
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most annoying monsters, which maybe you
violate them so much. Yeah, and

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I guess you know so then I
mean, my question, my question is

259
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how do you make sure that they're
that they're actually fun? I mean,

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we joked a little bit about like
you use them, you use and use

261
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them, but like I feel like
they can't be like one hundred percent arbitrary

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just out of the blue. Do
you clue in the party in advance that

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they're that this is something they might
encounter the first time they they come across

264
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it, is it just you know, do they just kaboom, there it

265
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is and then they got to watch
out for it for the rest of the

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dungeon? How do you how do
you keep it from so in my opinion,

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going off the rails in my opinion, and another dms will probably have

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well, well, every dam is
going to have their opinion on I'm sure

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someone will differ from mine. I
think these are the most effective as the

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jump scare. I don't like tipping
off the players at all that there could

271
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be mimis, and I think that
their first encounter with it is what tips

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them off that there could be more, which is why the first one should

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be as simple just one on one
mimicking or you know, a party on

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one mimic encounter and say, okay, hey there's a mimic here. We

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don't know how many there could be. So that's in the case of the

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museum, you know, there's the
there's a book behind glass that has some

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blood around it, and while while
they're investigating what they think is the blood

278
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from what they just know, there's
disappearances. That's why I know and say,

279
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oh, there's some there's some blood
around this book. Maybe that maybe

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whoever is doing this left this blood
here, and then that's how they find

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their first one. And then there's
there will be clues. And I'm using

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the same campaign as as examples here, there's clues on like where other ones

283
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could be. For example, in
the cafe of the museum. There is

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tables and chairs, and there's one
chair that after an investigation check, they'll

285
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realize does not have scuff marks around
it hmm, indicating that it has not

286
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been pulled out as often as the
other ones. And then they can use

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that if they if they get their
investigation check, then they can use that

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for to give a surprise condition or
something like that. What's their intelligence?

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That's the thing we haven't talked about, like how sentient are they are?

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They are like like can you negotiate
with them? If you can figure out

291
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how to talk to them? Really? They like animal level intelligence. Yeah,

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they have intelligence of five, so
it's a minus three intelligence and they

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do not speak any languages. Yeah, that's like that that's like somewhere around

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like like where a dog would be
or something. Yeah, so these are

295
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these are very like feral instincts driven
types of monsters. Hiding is part of

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their instinct and there and their attack
plan is kind of the same. Across

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the board, We're going to go
over to Other Monsters noo dot com.

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This is Keith a Man's blog and
it's also going to be in I want

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to say, even both of his
Monsters books have entries on mimics. I

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think he's got a lot to say
about them. So I always recommend these

301
00:19:45.359 --> 00:19:48.200
books anyway, and they will be
part of the future of their party book

302
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club. They almost seem like Venus
fly traps in that way kind of.

303
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So the fourth part, the fourth
part attack plan will say, is we

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take the again. So according to
Keith them On, the four part playbook

305
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for a mimic battle goes in this
order. One the mimic chooses the disguise

306
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using shape shifter and lies in wait
for prey through approach using false appearance.

307
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Two the mimic attacks using an action
with surprise, using its pseudopod to grapple

308
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its target, which has disadvantage on
escape checks because of the Mimic's adhesive surface.

309
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Three against a grappled victim, the
mimic switches to the bite attack,

310
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on which it has advantaged due to
its grappler ability and which does more damage

311
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than a pseudopod attack. And four
this is my own extrapolation. But once

312
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this victim is reduced as your HP, the mimic swallows it and proceeds to

313
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digest it, continuing to do one
D eight acid damage to the victim each

314
00:20:45.240 --> 00:20:48.400
turn until he or she is dead. And that is how a mimic fight

315
00:20:49.000 --> 00:20:53.160
should go, at least for the
mimic. Yeah, how do you feel

316
00:20:53.160 --> 00:20:56.559
about Do you feel like they should
fight, you know, all the way

317
00:20:56.599 --> 00:21:00.960
to the death every time, or
is it reasonable to have them, you

318
00:21:00.000 --> 00:21:03.720
know, come in, take a
couple of chunks out of you to chew

319
00:21:03.759 --> 00:21:07.799
on, and then flee so that
then you've got to worry about. Okay,

320
00:21:07.799 --> 00:21:11.400
Now, later on in the dungeon, we gotta you know, we're

321
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gonna come across this same mimic again. Fleeing is interesting from a mimics because

322
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depending on your interpretation of how they
work. Now, based on the official

323
00:21:19.079 --> 00:21:22.720
stat block, you have a speed
of fifteen feet, which is very very

324
00:21:22.720 --> 00:21:26.440
slow, and anything can out run
and catch up. And some interpretations that

325
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I've found on other blogs, stuff
like CBR dot com and other sites like

326
00:21:32.319 --> 00:21:37.279
that, saying that in object form
that they lose their movement and that their

327
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way of moving is to use the
pseudopod to drag themselves. Sure, and

328
00:21:41.720 --> 00:21:45.640
it's in some like and you know
that that could be part of your lore.

329
00:21:45.920 --> 00:21:48.039
Joe's kind of shaking his head,
doesn't really like that very much.

330
00:21:48.119 --> 00:21:52.000
But like for for something that is
lying in weight and lose its feet,

331
00:21:52.599 --> 00:21:56.200
Yeah, it's not gonna hop it
doesn't have feet. It's an amorphous blob.

332
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It slithers, it can amorphosize its
some feet. I don't know.

333
00:22:00.400 --> 00:22:04.440
Well, I'm saying though, it
gets around the same way flatinous cube,

334
00:22:04.799 --> 00:22:11.799
the same way black pudding made.
It's showing to just kind of like slither

335
00:22:11.960 --> 00:22:15.200
and that's why it's a fifteen foot
speed. Someoneking at CBR dot com and

336
00:22:15.240 --> 00:22:18.079
in its article here it's saying that
in the early days, it was said

337
00:22:18.119 --> 00:22:22.599
that the pseudopods mimics used to last
sh out and beat their prey, were

338
00:22:22.640 --> 00:22:26.720
also how they traveled. They would
flop out their pseudopod excrete, a sticky

339
00:22:26.720 --> 00:22:30.720
glue like substance to attach themselves and
pull their bodies forward. This may seem

340
00:22:30.720 --> 00:22:33.079
like an inconvenient way to move around, but mimics are constantly on the prow

341
00:22:33.200 --> 00:22:37.680
and start to prey, and they
seem to get around just fine. I

342
00:22:37.720 --> 00:22:41.440
mean that's kind of basically how like
snails and slugs move in real life,

343
00:22:41.559 --> 00:22:45.160
kind of is they you know,
like they sort of roll forward a little

344
00:22:45.160 --> 00:22:48.519
bit of that sticky stuff you know, hits there, they and they kind

345
00:22:48.519 --> 00:22:51.559
of roll forward like that. So
yeah, and maybe this is a generous

346
00:22:51.599 --> 00:22:53.359
read, but the fifteen feet of
movement that they have, maybe that's how

347
00:22:53.359 --> 00:22:56.240
we're flavoring it. Yeah, yeah, because I always just kind of see

348
00:22:56.240 --> 00:23:00.640
it as a as a hopping around
treasure chest. But it could be then

349
00:23:00.759 --> 00:23:04.480
to the pseudopod dragging itself is might
be more accurate. Yeah right, I'm

350
00:23:04.519 --> 00:23:10.599
just saying that I think that even
in their form, whatever form of them

351
00:23:10.640 --> 00:23:12.440
might be, they can should still
be able to And to answer your question

352
00:23:12.440 --> 00:23:15.759
from from earlier about like, you
know, how do we make this a

353
00:23:15.799 --> 00:23:18.400
harder fight, It's it's kind of
in there, and that's the adhesive property.

354
00:23:18.559 --> 00:23:22.079
You know, anything that that breaks
it in melee gets stuck to it.

355
00:23:22.440 --> 00:23:25.759
So, if you're a fighter with
two attacks, your first attack is

356
00:23:25.799 --> 00:23:29.640
to strike it. Your second attack
has to be too is an action actually

357
00:23:29.759 --> 00:23:32.759
too mudge your sword? Yeah yeah, so no, if you have if

358
00:23:32.759 --> 00:23:34.000
you're a two weapon fighter, I'll
let you hate it twice. But if

359
00:23:34.000 --> 00:23:37.559
you're a single weapon fighter, that's
that's going to be it. Your next

360
00:23:37.599 --> 00:23:42.519
turns action has to be to dislodge, and then your next turns action history.

361
00:23:42.559 --> 00:23:48.240
So if you're a fifth level fighter
with two attacks on your broad sword,

362
00:23:48.279 --> 00:23:51.160
okay, single weapon, So instead
of getting two attacks in a turn,

363
00:23:51.200 --> 00:23:53.440
now you're getting one attack every three
turns or one one attack every other

364
00:23:53.480 --> 00:23:59.519
turn, which is more powerful than
a slow spell. And you know,

365
00:23:59.680 --> 00:24:03.279
any any ranged weapons that are going
to hit it, like your your rangers,

366
00:24:03.400 --> 00:24:07.319
arrows or cross bolts are not going
to be retrievable after us. Now

367
00:24:07.319 --> 00:24:10.759
I've got to keep tracking the inventory. Your monk that is not getting fluria

368
00:24:10.799 --> 00:24:12.599
blows out of that, you know, and not if their hands are sticking.

369
00:24:12.880 --> 00:24:18.160
Monks are going to find out real
fast how adhesive works. So this

370
00:24:18.240 --> 00:24:22.799
is how you have one c R
two monster be able to stave itself off

371
00:24:22.839 --> 00:24:29.720
against a party. It's that is
an interesting kind of counter to the action

372
00:24:29.839 --> 00:24:33.720
economy problems that you have with trying
to do by taking away that. Usually

373
00:24:33.759 --> 00:24:37.799
we fix that by adding in more
actions on the enemy side, But what

374
00:24:37.839 --> 00:24:40.640
if we take away actions on the
player side. Yeah, yeah, you're

375
00:24:40.640 --> 00:24:45.759
going to frustrate the players if you
do it good more than I don't want

376
00:24:45.759 --> 00:24:48.920
people to get so frustrated they say
screw that and leave my table. Well,

377
00:24:48.920 --> 00:24:49.359
no, you don't do it to
that you don't do it to that

378
00:24:49.440 --> 00:24:53.440
level. But like the the whole
point of using the adhesive and the pseudo

379
00:24:53.480 --> 00:24:56.759
pod and everything is that they feel
restrained. Yeah, well, and and

380
00:24:56.799 --> 00:25:02.000
then and then you know, and
then the smart thing to do is to

381
00:25:02.440 --> 00:25:06.279
take a step back. And you
know, even though your best attack is

382
00:25:06.880 --> 00:25:10.759
that broadsword, you want to throw
hatchets at this thing instead. Of course,

383
00:25:10.799 --> 00:25:14.720
that's how you're gonna And I say, your spell your spell casters,

384
00:25:14.799 --> 00:25:17.680
you know, come to the forefront
there. Yeah, you're your your firebolts

385
00:25:17.680 --> 00:25:19.000
arena are going to be doing it. But the reason I say good so

386
00:25:19.079 --> 00:25:22.119
enthusiastically is because now they have to
like, they can't just be in sword

387
00:25:22.160 --> 00:25:26.039
swing mode. They can't. You
can't just you can't just spam the sort

388
00:25:26.079 --> 00:25:29.319
swing button. You got to do
something about this thing, right, You

389
00:25:29.359 --> 00:25:34.160
almost have to strategize a little bit
and really kind of think about what's happening

390
00:25:34.440 --> 00:25:40.599
instead of right, Because I feel
like, to your point, sometimes parties

391
00:25:40.720 --> 00:25:44.839
just go, okay, just kill
it, yep, just just slash slash

392
00:25:45.359 --> 00:25:47.519
attack attack. You know. Me, you're looking around the room and say,

393
00:25:47.559 --> 00:25:49.079
oh, there's a there's a fire
portion over there. We would just

394
00:25:49.119 --> 00:25:53.200
throw this thing at it and just
just immolate it. And then that's mimic

395
00:25:53.240 --> 00:25:59.039
too. Now we got to that's
also the thing more like in your museum

396
00:25:59.160 --> 00:26:02.720
set up, maybe they come across, you know, some kind of an

397
00:26:02.759 --> 00:26:06.920
alchemy set up where you know,
the sorcerer and the wizard can put their

398
00:26:06.920 --> 00:26:11.240
heads together and come up with something
that will you know, let you get

399
00:26:11.240 --> 00:26:14.519
a swinger, you coach your sword
in it, your kind of version of

400
00:26:14.519 --> 00:26:17.599
like oil of Slipperiness or something like
that. You can get a couple of

401
00:26:17.640 --> 00:26:19.839
swings before it sticks or something.
That's the kind of thing where like if

402
00:26:19.839 --> 00:26:23.519
the party, let's say it's a
low level party and they're struggling, Yeah,

403
00:26:23.640 --> 00:26:27.680
I will absolutely let them find something
like that in a display in the

404
00:26:27.799 --> 00:26:30.480
museum. Yeah, you really kind
of like make us, make us feel

405
00:26:30.559 --> 00:26:33.119
natural. But the first one is
going to be a minu, you bet,

406
00:26:36.160 --> 00:26:38.319
the first the first potion they find
is going to be maybe the second

407
00:26:38.359 --> 00:26:42.799
one here, I don't know,
let's see like that. It's like those

408
00:26:42.880 --> 00:26:48.400
videos of the guys give it out
ice cream, like they always Oh,

409
00:26:48.440 --> 00:26:53.799
that's such a good metaphor for this. So in both of you guys,

410
00:26:55.240 --> 00:27:00.880
how do you feel about players who
are grappled having or loose using the ability

411
00:27:00.920 --> 00:27:07.000
to do somatic spell components. I
mean, I don't grapple the players at

412
00:27:07.000 --> 00:27:11.599
all. They get upset about that. But grappled characters should I see.

413
00:27:11.640 --> 00:27:17.119
I say, let them get upset. They're they're in a dungeon. Okay,

414
00:27:17.240 --> 00:27:19.200
they're not in a rainbow farm.
They like things are going to frustrate

415
00:27:19.240 --> 00:27:23.279
them. It's okay. So I
think that that is one of those things

416
00:27:23.279 --> 00:27:26.759
that you've got to make sure you've
had a conversation about before, about how

417
00:27:26.759 --> 00:27:30.160
you're going to rule stuff like that. It's not a thing that you want

418
00:27:30.160 --> 00:27:34.839
to like, you know, how
you're going to handle somatic components and how

419
00:27:36.240 --> 00:27:40.640
much of a stickler you're going to
be on all that spell casting stuff is

420
00:27:40.640 --> 00:27:44.799
stuff that needs to be established before
they run into a mimic for the first

421
00:27:44.839 --> 00:27:47.799
time and suddenly realize, oh my
god, if I get grappled, I

422
00:27:47.839 --> 00:27:49.960
can't cast spells. What that?
What the hell? I didn't realize that

423
00:27:51.079 --> 00:27:53.240
was a thing. You know,
especially you're playing with new players, especially

424
00:27:53.279 --> 00:27:56.200
if you're you know, if these
are rules that don't come up all that

425
00:27:56.279 --> 00:28:00.920
often in your game, you got
to make sure that they know what's going

426
00:28:00.960 --> 00:28:03.039
on with that. And then you
know, just as as long as you're

427
00:28:03.039 --> 00:28:08.000
consistent about it and you've established that
that that's how that works, and that

428
00:28:08.359 --> 00:28:15.960
you don't mind that from that moment
forward, whoever your fighter is is going

429
00:28:15.000 --> 00:28:19.160
to start taking every feat and special
ability that allows them to grapple an enemy

430
00:28:19.240 --> 00:28:23.920
spellcaster that they possibly can. Course, you know, but I would,

431
00:28:25.279 --> 00:28:29.759
and I was gonna give my own
my own disclaimer here that rules rules as

432
00:28:30.119 --> 00:28:33.119
does not shut off. It's somatic, right, So it's just movement rules

433
00:28:33.240 --> 00:28:37.200
is written says it drops to zero, you'd have to be incapacitated or to

434
00:28:37.279 --> 00:28:40.359
not be able to take an action
or a reaction. So that's where I'm

435
00:28:40.400 --> 00:28:42.240
like, yeah, you can still
cast spells. It doesn't stop spells.

436
00:28:42.839 --> 00:28:45.480
But this is something that we were
talking about. We were talking about the

437
00:28:45.480 --> 00:28:48.559
idea of a beefed up mimic that's
like a c R six, you know,

438
00:28:48.640 --> 00:28:53.720
that could be an improved suit of
pod. Yeah, maybe that does

439
00:28:53.759 --> 00:28:57.440
that that incapacitates. Yeah, but
then you have to So that's where you

440
00:28:57.480 --> 00:29:00.799
start looking at the homebrewing monster,
and you got to kind of look at

441
00:29:00.839 --> 00:29:04.319
again like action economy and stuff of
course, like does it make sense or

442
00:29:04.359 --> 00:29:11.359
maybe it's a legendary action or something
that it can do something where they have

443
00:29:11.440 --> 00:29:14.960
to the player has to roll at
a disadvantage, or the mimic rolls for

444
00:29:15.039 --> 00:29:18.359
something that it incapacitates the target.
Yeah, and I wish I had thought

445
00:29:18.359 --> 00:29:21.920
of it before right now to see
if there's any out there that already exists,

446
00:29:22.039 --> 00:29:25.200
or there may be another monster that
you can just borrow from that that

447
00:29:26.079 --> 00:29:30.640
you know, is you know,
a little bit higher cr that incapacitates on

448
00:29:30.279 --> 00:29:34.119
something. Yeah, you just take
just kind of borrow that if it If

449
00:29:34.119 --> 00:29:37.519
you're listening, know uh know of
any of these types of monsters, let

450
00:29:37.599 --> 00:29:40.240
us know, Hello, Adventure of
podcast at gmail dot com, or tell

451
00:29:40.279 --> 00:29:44.519
me what page of the Tuma Beasts
it's on. I'll just you know what

452
00:29:44.559 --> 00:29:48.160
I mean, I joke about this
because one of my favorite monsters. But

453
00:29:48.200 --> 00:29:52.200
I'm looking at the ot Jug and
the neo ot Jug, which are those

454
00:29:52.359 --> 00:29:56.599
like trash monsters that have the like
like like the big sticky tentacles and and

455
00:29:56.640 --> 00:30:00.440
maybe you know, grafting one of
those onto a higher level mimic doing some

456
00:30:00.480 --> 00:30:03.920
of the stuff they do, because
that's what they do. They grab stuff

457
00:30:03.960 --> 00:30:07.119
and you know, drop it into
that big mouth. Yeah, yeah,

458
00:30:07.759 --> 00:30:10.279
looking at this stuff right right now, c R five this yeah, this

459
00:30:10.319 --> 00:30:15.880
is this is a good like evolved
mimic. Yeah. So that's my general

460
00:30:15.880 --> 00:30:21.359
thing about mimics. I just they're
just so the threat of them is just

461
00:30:21.440 --> 00:30:25.880
so interesting to me. And you
know, and people outside of the hobby

462
00:30:26.119 --> 00:30:30.039
recognize them. Yeah, And there's
only a few monsters that that that non

463
00:30:30.200 --> 00:30:34.400
non gamers, non table talk Beholders, dragons of course. Yeah, I

464
00:30:34.440 --> 00:30:38.400
would give I would give a I
would give a small nods of mind flavors.

465
00:30:38.440 --> 00:30:41.559
A lot of people can recognize those, well, especially now yeah,

466
00:30:41.680 --> 00:30:47.839
well yeah they don't recognize right,
Yeah. I think I like the iconic

467
00:30:47.920 --> 00:30:51.160
the indie monsters, like you're going
you're going dragons, obviously, you're going

468
00:30:51.200 --> 00:30:53.279
Beholders. It's gonna be the big, big, big one, your low

469
00:30:53.359 --> 00:30:56.640
level stuff at your goblins. But
that's just general fantasy, and it's or

470
00:30:57.400 --> 00:31:02.960
yeah, and then the mimics,
and then and and rust monsters, which

471
00:31:02.960 --> 00:31:07.640
are the other, you know,
player frustrating critters that you can run into.

472
00:31:07.839 --> 00:31:10.880
I think that is bad player of
frustration. And we'll do as we

473
00:31:11.119 --> 00:31:15.640
do, We'll do a rust Monster
Black Oose like putting episode and talk about

474
00:31:15.960 --> 00:31:18.920
if you can convince me that they're
a good thing for the game we'll do

475
00:31:18.079 --> 00:31:21.960
next month. Fantastic. Now we
got some we got some homework to do,

476
00:31:22.119 --> 00:31:23.119
which is good because I didn't know
what we're going to do next month.

477
00:31:23.519 --> 00:31:26.519
We didn't plan that far. Excellent, That's what I got. Any

478
00:31:26.599 --> 00:31:30.759
you guys, any cool and its
about mimics? You got any any other

479
00:31:30.039 --> 00:31:33.680
things that we want to say about
them. I mean, they are one

480
00:31:33.680 --> 00:31:37.279
of the creatures that made the cut
for the D and D movie. Yeah,

481
00:31:37.839 --> 00:31:41.839
just one of one of them looks
like it's it's right there. I

482
00:31:41.839 --> 00:31:44.640
mean I think not even just the
movie, not just the movie, but

483
00:31:44.680 --> 00:31:47.359
the trailer. I think, right, when do they run into a mimic

484
00:31:47.400 --> 00:31:55.440
in the movie when they're the other
the other party goes around and sees a

485
00:31:55.519 --> 00:31:59.000
chest and they're like, sweet a
chest in one of those it up and

486
00:31:59.039 --> 00:32:04.200
it just right down. Yeah,
and it makes a very satisfying Yes,

487
00:32:04.279 --> 00:32:07.799
yep, this is right before they
do the the gelatinous cube thing. Yeah,

488
00:32:07.119 --> 00:32:09.799
I like the gelatinus which you know, maybe I'll throw a gelatinous cube

489
00:32:09.799 --> 00:32:13.839
in the Iconic Monster's pile. I
think that's in there. But cool,

490
00:32:14.079 --> 00:32:20.039
So tell me about your most satisfying
mimic jump scare. We're what you think

491
00:32:20.119 --> 00:32:22.839
is an iconic monster that maybe we
didn't mention. Yeah, yeah, and

492
00:32:22.880 --> 00:32:27.559
the other monsters you want us to
do do episodes on because these are I'm

493
00:32:27.559 --> 00:32:31.240
having I'm having a blast with these, and there's plenty Llennium monsters we'll talk

494
00:32:31.240 --> 00:32:35.640
about. I think I think it's
going to be it. So go forth

495
00:32:35.680 --> 00:32:37.640
and surprise your players with mimics and
don't tell them what's going to happen,

496
00:32:38.000 --> 00:32:42.680
and maybe get a picture of their
reaction when you tell them, and maybe

497
00:32:43.079 --> 00:32:49.759
maybe before you send us anything,
or go to Hello Adventures podcast. Now

498
00:32:49.799 --> 00:32:52.519
we know to poke it with a
fourth if they send them to make sure

499
00:32:52.839 --> 00:32:57.839
it's just double check out the keyboard
is the key Yes, if they tend

500
00:32:57.880 --> 00:33:00.920
to postful thing at five years that
they didn't they they knit that it is.

501
00:33:01.079 --> 00:33:04.400
It is if you want it to
be, brother, I suppose.

502
00:33:05.119 --> 00:33:07.519
So that's going to wrap it up
for today. Thank you so much for

503
00:33:07.559 --> 00:33:09.960
listening to Hello Adventurers. We are
your dungeon Masters. Jason Portiso, Jim

504
00:33:09.960 --> 00:33:16.599
Crocker and Joe McCall producer and interviewer, or we might we might be producer,

505
00:33:16.640 --> 00:33:20.440
editor, an engineer Jason Portiso and
music by Nick Spurrier, art right

506
00:33:20.480 --> 00:33:22.839
by Chris and Roderick. You can
reach out to us as any feedback,

507
00:33:22.839 --> 00:33:27.039
ford suggestions by emailing Hello Adventurers Podcast
at gmail dot com. Hello Adventures is

508
00:33:27.079 --> 00:33:32.160
a JCV Audio Productions. Goodbye Adventures
Ventres. Oh my microphone isn't hurt