Mimic Powers (5)

Explore a collection of Mimic Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Comforting Familiarity

Traits

Comforting Familiarity. The mimic can telepathically detect creatures that are about to view it. It takes the form of a familiar object to one or more of the approaching creatures (such as a childhood toy or old family heirloom). A creature that sees the familiar object must succeed on a DC 13 Wisdom saving throw or approach the mimic. Using this ability does not reveal the mimic to the creature.


Inhabit Armor

Bonus Actions

Inhabit Armor (1/day). The mimic infests the armor of a creature it has Grappled. The creature is considered Swallowed. A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes 2 (1d4) ongoing acid damage at the start of each of its turns. If the swallowing creature takes 10 damage or more on a single turn from a creature inside it, it must make a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone.. Any damage dealt to the mimic is split with the grappled creature.


Splinter Step

Bonus Actions

Splinter Step (Recharge 5-6). The mimic breaks apart into a swarm of tiny splinters and moves up to 20 feet without provoking opportunity attacks. It then reforms into a new object and uses Hide, making its Stealth check with advantage.


Magnetic Attraction

Traits

Magnetic Attraction. Any creature that starts its turn within 30 feet of the mimic that is carrying metal weapons or armor must make a DC 13 Strength saving throw. On a failure, the creature is pulled up to 10 feet closer to the mimic and its speed is 0 until the end of its turn.


Hollow Home

Actions

Hollow Home (1/day). The mimic reshapes itself so that objects, walls, and ceilings within a 30 foot radius are now all extensions of its body. The space is difficult terrain and creatures that end their turn inside the space are Grappled (escape DC 13).