Mirror Mimic

The Wandering Tower can spawn lesser mimics, but it rarely does. Spawn means it needs to hunt more food, and it has exceptionally low drive to reproduce, so it rarely sees any value in sharing its meals with others. The exception is mirror mimics, which it spawns to help establish its traps. Mirror mimics replicate people instead of objects, so as the tower lures people in it has a mirror mimic steal copies of the victim’s thoughts. The mimic can then answer the door in disguise, gathering additional shapes it can take from new victims.

Prince Rande the Lost of Nerath established House Random in the year when he tracked a suspected doppelganger to her lair on the banks of Lake Nen. The impostor owned a magnificent
fieldstone manor with high glass windows where dozens of ravens were perched. She met Rande outside the manor, and in a strange notion of bribery, offered the prince the whole of the lordly estate.

“Here may you find all you desire,” she said, motioning
Rande within.

Rande slew the thing on its doorstep and took the manor for himself. But no sooner had the prince moved his household into the estate than servants and nobles began to disappear. The people of the Nentir Vale said that the avaricious Prince Rande had usurped and murdered an innocent woman whose ghost now haunted her manor, and they stayed clear of the accursed place. One day, Prince Rande and the entire House of Random disappeared, all evidence of its people vanishing without a trace.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.C2A0

5th Edition

Mirror Mimic
Medium aberration, true neutral
Armor Class 16 (natural armor)
Hit Points 147 (14d8 + 84)
Speed 30 ft.
Str 17 (+3) Dex 21 (+5) Con 22 (+6) Int 13 (+1) Wis 15 (+2) Cha 18 (+4)
Skills Deception +6, Stealth +7
Senses darkvision 60 ft., tremorsense 25 ft. passive Perception 12
Languages Common, Deep Speech
Challenge 6 (2300 XP)
Body Transfer. As a bonus action, the mimic and one of its duplicates can both teleport up to 50 feet into the other’s space, swapping places. The duplicate is indistinguishable from the original mimic.
Shapechanger. The mimic can use a bonus action to polymorph into the form of any creature that it has cloned the thoughts of or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Multiattack.
The mimic makes two Slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
Body Duplication. If the mimic has no duplicates, it can target one humanoid creature within 5 feet of it that it can see. The target must succeed on a DC 15 Charisma saving throw or the mimic manages to clone the target’s thoughts. The mimic polymorphs into the shape of the target, teleports into an unoccupied space within 15 feet of it, and conjures three duplicates of itself in the target’s shape in unoccupied space within 15 feet of the target. These duplicates have the same stats as the mimic, except they only have 1 hit point, they don’t have turns and can’t take any actions or reactions. If a duplicate is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw. As a bonus action, the mimic can make any number of duplicates move up to their speed.
These duplicates are indistinguishable from the mimic. As a bonus action, a creature can make a DC 16 Wisdom (Insight) check to identify the mimic from the duplicates.
When a duplicate is destroyed, the target must make a DC 15 Charisma saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful save.

13th Age

Mirror Mimic
7th level spoiler [aberration]
Initiative: +13
Slam +12 vs. ACC2A0- 20 damage
Body Duplication +12 vs. MDC2A0- The mimic assumes the form of the target and teleports to a nearby location that it can see. The mimic also conjures three duplicates of the target nearby. The duplicates have the same defenses as the mimic and can be attacked. The mimic can take a quick action to make each of its duplicates move. The duplicates are indistinguishable from the mimic unless a character makes a successful DC 25 skill check to identify the original. If a duplicate takes any damage, it is destroyed and the target takes 12 psychic damage.
Limited Use:C2A0The mimic can only use this action when it has no duplicates.
Body Transfer:C2A0As a move action, the mimic teleports, swapping places with one of its nearby duplicates. Its next attack before the end of the turn deals 10 extra damage.
ACC2A022 PDC2A019 MDC2A019 HPC2A0104

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