Gaseous Mimic

Huge • Monstrosity • Neutral

Armor Class 13

Hit Points 147 (14d12 + 56)

Speed 20 ft., fly 30 ft. (hover)

Initiative +7 (17)

STRDEXCONINTWISCHA
6 (-2)17 (+3)18 (+4)6 (-2)12 (+1)8 (-1)

Skills Stealth +11

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities acid

Condition Immunities grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 11

Languages -

CR 9 (XP 5,000; PB +4)

Bloodied - Condensed. While bloodied, the mimic shrinks to Large size, loses its damage resistances, and gains advantage on attack rolls.

False Appearance. If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary liquid.

Gaseous Form. The mimic can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Wind Susceptibility. The mimic has disadvantage on attack rolls while in moderate or strong wind (such as one created by gust of wind). Further, the mimic automatically fails all saves against spells and effects that create such wind.

ACTIONS

Multiattack. The mimic makes two Bite attacks.

Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 16 (3d8 + 3) piercing damage plus 13 (3d8) acid damage.

Fallout (Recharge 5-6). Constitution Saving Throw: DC 16, each creature inside the mimic's space. Failure: 33 (6d10) acid damage. Success: Half damage. Failure or Success: The area in a 20-foot emanation of the mimic becomes heavily obscured until the start of its next turn.

BONUS ACTIONS

Shape-Shift. The mimic shape-shifts to resemble a Large to Gargantuan gas while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed. As part of this shift, the mimic can also adjust its body's opacity. If reduced to the minimum, the mimic becomes invisible while not moving or taking actions. If reduced to a maximum, the space it occupies becomes heavily obscured.

REACTIONS

Hinder. Trigger: A creature tries to leave the mimic's space. Response - Strength Saving Throw: DC 16. Failure: The target is unable to leave the mimic's space this turn.

Gaseous Mimic

Huge • Monstrosity • Neutral

Armor Class 12

Hit Points 104 (11d12 + 33)

Speed 20 ft., fly 30 ft. (hover)

Initiative +5 (15)

STRDEXCONINTWISCHA
6 (-2)15 (+2)16 (+3)6 (-2)10 (+0)8 (-1)

Skills Stealth +8

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities acid

Condition Immunities grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 10

Languages -

CR 6 (XP 2,300; PB +3)

Bloodied - Condensed. While bloodied, the mimic shrinks to Large size, loses its damage resistances, and gains advantage on attack rolls.

False Appearance. If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary liquid.

Gaseous Form. The mimic can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Wind Susceptibility. The mimic has disadvantage on attack rolls while in moderate or strong wind (such as one created by gust of wind). Further, the mimic automatically fails all saves against spells and effects that create such wind.

ACTIONS

Multiattack. The mimic makes two Bite attacks.

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 11 (2d8 + 2) piercing damage plus 9 (2d8) acid damage.

Fallout (Recharge 5-6). Constitution Saving Throw: DC 14, each creature inside the mimic's space. Failure: 22 (5d10) acid damage. Success: Half damage. Failure or Success: The area in a 15-foot emanation of the mimic becomes heavily obscured until the start of its next turn.

BONUS ACTIONS

Shape-Shift. The mimic shape-shifts to resemble a Large to Gargantuan gas while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed. As part of this shift, the mimic can also adjust its body's opacity. If reduced to the minimum, the mimic becomes invisible while not moving or taking actions. If reduced to a maximum, the space it occupies becomes heavily obscured.

REACTIONS

Hinder. Trigger: A creature tries to leave the mimic's space. Response - Strength Saving Throw: DC 14. Failure: The target is unable to leave the mimic's space this turn.

Gaseous Mimic

Huge • Monstrosity • Neutral

Armor Class 14

Hit Points 218 (19d12 + 95)

Speed 20 ft., fly 30 ft. (hover)

Initiative +8 (18)

STRDEXCONINTWISCHA
6 (-2)19 (+4)20 (+5)6 (-2)14 (+2)8 (-1)

Skills Stealth +12

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities acid

Condition Immunities grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages -

CR 12 (XP 8,400; PB +4)

Bloodied - Condensed. While bloodied, the mimic shrinks to Large size, loses its damage resistances, and gains advantage on attack rolls.

False Appearance. If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary liquid.

Gaseous Form. The mimic can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Wind Susceptibility. The mimic has disadvantage on attack rolls while in moderate or strong wind (such as one created by gust of wind). Further, the mimic automatically fails all saves against spells and effects that create such wind.

ACTIONS

Multiattack. The mimic makes two Bite attacks.

Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 22 (4d8 + 4) piercing damage plus 16 (3d10) acid damage.

Fallout (Recharge 5-6). Constitution Saving Throw: DC 17, each creature inside the mimic's space. Failure: 44 (8d10) acid damage. Success: Half damage. Failure or Success: The area in a 30-foot emanation of the mimic becomes heavily obscured until the start of its next turn.

BONUS ACTIONS

Shape-Shift. The mimic shape-shifts to resemble a Large to Gargantuan gas while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed. As part of this shift, the mimic can also adjust its body's opacity. If reduced to the minimum, the mimic becomes invisible while not moving or taking actions. If reduced to a maximum, the space it occupies becomes heavily obscured.

REACTIONS

Hinder. Trigger: A creature tries to leave the mimic's space. Response - Strength Saving Throw: DC 17. Failure: The target is unable to leave the mimic's space this turn.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.