Liquid Mimic
Tiny or Small • Monstrosity • Neutral
Armor Class 12
Hit Points 31 (7d6 + 7)
Speed 20 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 15 (+2) | 12 (+1) | 5 (-3) | 12 (+1) | 8 (-1) |
Skills Stealth +6
Damage Immunities acid
Condition Immunities grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages -
CR 1 (XP 200; PB +2)

Amorphous. The mimic can move through a space as narrow as 1 inch wide without squeezing.
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.
Liquid Body. The mimic can be ingested like a potion or similar liquid. While inside a creature, its attacks hit automatically. Whenever the mimic deals damage to a creature this way, that creature can make a DC 15 Constitution saving throw to regurgitate the mimic.
Spider Climb. The mimic can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) acid damage.
BONUS ACTIONS
Shape-Shift. The mimic shape-shifts to resemble a Small or Tiny liquid while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed.
Liquid Mimic
Tiny or Small • Monstrosity • Neutral
Armor Class 10
Hit Points 10 (3d6)
Speed 20 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 11 (+0) | 10 (+0) | 5 (-3) | 10 (+0) | 8 (-1) |
Skills Stealth +4
Damage Immunities acid
Condition Immunities grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages -
CR 1/8 (XP 25; PB +2)

Amorphous. The mimic can move through a space as narrow as 1 inch wide without squeezing.
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.
Liquid Body. The mimic can be ingested like a potion or similar liquid. While inside a creature, its attacks hit automatically. Whenever the mimic deals damage to a creature this way, that creature can make a DC 13 Constitution saving throw to regurgitate the mimic.
Spider Climb. The mimic can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 2 (1d4) piercing damage.
BONUS ACTIONS
Shape-Shift. The mimic shape-shifts to resemble a Small or Tiny liquid while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed.
Liquid Mimic
Tiny or Small • Monstrosity • Neutral
Armor Class 14
Hit Points 71 (13d6 + 26)
Speed 20 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 18 (+4) | 14 (+2) | 5 (-3) | 14 (+2) | 8 (-1) |
Skills Stealth +8
Damage Immunities acid
Condition Immunities grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages -
CR 4 (XP 1,100; PB +2)

Amorphous. The mimic can move through a space as narrow as 1 inch wide without squeezing.
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.
Liquid Body. The mimic can be ingested like a potion or similar liquid. While inside a creature, its attacks hit automatically. Whenever the mimic deals damage to a creature this way, that creature can make a DC 17 Constitution saving throw to regurgitate the mimic.
Spider Climb. The mimic can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Multiattack. The mimic makes two Bite attacks.
Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) acid damage.
BONUS ACTIONS
Shape-Shift. The mimic shape-shifts to resemble a Small or Tiny liquid while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed.
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.
