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A Mimic is a peculiar type of shapechanging monster that will assume the form of a generic, everyday object as a method of attracting and capturing prey. The monster might appear to be a chest or similar container at first view. It is only later, when an unwary creature nears the innocuous looking object (perhaps seeking to open the container) that the monster is revealed as a hostile attacker.

While typical mimics use a strong sticky secretion to immobilize their prey while further restraining them with their pseudopods, the killer mimics encountered herein only utilize innate spells as a method of restraining and attacking their prey. Although these killer mimics possess a melee attack capability that inflicts 3d4 Crushing damage with a +2 Strength bonus, the ability hasn't been activated for use by the dungeon masters. Instead they're given "mimic spells", some of which are ranged spell attacks that attempt to Paralyze the victim before attacking with a ranged, acid-based spell. Other killer mimics will only attack with a definitive ranged spell with no initial attempt at paralysis first.

Note: The Mimic must be able to detect a party member in order to activate/attack. A hidden, sanctuaried or invisible party member won't be detected.

Locations[]

Siege of Dragonspear[]

Shadows of Amn[]

Throne of Bhaal[]

Gameplay[]

All killer mimics are stationary and remain within the container it has imitated - mimics have poor defenses, and no special immunities. The mimics from Dead Man's Pass and the Umar Hills Cave are slightly weaker than those encountered in Watcher's Keep.

While it may seem as though a mimic is "invisible", they are actually right in front of your face but the mindless adventurer won't know this. Contrary to popular belief, it is possible to expose the presence of a mimic with divination magic such as Detect Evil, however, this only works within the Umar Cave and Watcher's Keep. The mimic in the Dead Man's Pass Cave will not have its presence revealed by divination magic.

Dead Man's Pass[]

  • After this initial attack, the killer mimic will use its Mimic Acid once each round until defeated. A successful hit will deal 3d12 acid damage, again undispellable and breaking through resistances, with no save allowed.
  • This killer mimic is the only one with a resistance to acid in the Baldur's Gate game series.

Umar Hills[]

  • The Killer Mimic will start to attack the first party member that comes into the monster's range with the Mimic Glue.
  • After this initial attack all subsequent spell attacks will be made with Mimic Acid, until the mimic is destroyed.

Watcher's Keep[]

  • Two of the four killer mimics encountered in Watcher's Keep have the same abilities as those above, but one possess a different method of restraining a victim and the last two are strictly ranged spell users in combat with no paralysis attempt. They all attack on sight with a limited range of up to 8 ft.

Glue Mimic[]

  • Will target the victim with the Mimic Glue ability once per round, for two attempts, and then switch to its Mimic Acid attack.

Poison Mimic[]

  • Will target the victim with the Mimic Poison spell once per round which deals 3d12 poison damage with no save, except to the undead, golems or those immune to the Poison effect.

Mimic Fire[]

  • Will target the victim with the Mimic Fire spell once per round which deals 3d12 fire damage with no save and ignoring resistances.
  • The chest itself contains Arrow +3 (×30), Bullet +3 (×30)

Web Mimic[]

  • This one will cast Mimic Web up to 5 times (this one has a more usual range of 40 ft.), a paralyzing ability with one target only that is allowed a save vs. spell with a penalty of 2, can be dispelled and does not bypass magic resistance, and afterwards uses Mimic Acid infinitely.

Gallery[]

Bugs[]

  • Baldur's Gate I & II Classic
    This icon indicates content from all original Baldur's Gate games, extensions included.
    In the original Baldur's Gate II, all mimics count as animals. The Enhanced Editions correct this to monsters.
  • Mimics are considered to be of True Neutral alignment according to all Monster Manual guidelines.

References

  1. BD1010.bcs

External links[]