Stop me if you've heard this one… Q: When is a door not a door? All the worse for adventuring parties, many of the game's creatures have managed to disguise themselves as part of the adventurers' natural habitat -- the dungeon. After all, what's more dangerous -- a chest with a poison-needle trap, or a chest with teeth and claws? Today, we take a find look back at D&D's 'mimics' (beyond just the stock treasure chest variety), and how they've evolved -- or become extinct -- through the game's editions.
And what cavern would be complete without its overgrown mushroom patch? These have become so entrenched in D&D settings that they're now standard features on D&D Minis maps. Yet even before mushroom tiles required double movement, their 1st edition counterparts included shriekers -- otherwise innocuous mushrooms that would emit shrieking cries set off by passing light or movement, making them perfect burglar alarms (that is, adventurer alarms) for any cavern dweller. 1st Edition: Mimics and Trappers Beyond natural features, it may be argued that two creatures defined dungeon mimicry better than all others. We refer, of course, to the mimic (naturally!) and the trapper.
Even better stone camouflage, however, was practiced by the trapper, a creature with the exact shape and consistency as the stone floor of dungeons, complete with flagstone texture and "nearly impossible to detect (95%) by any normal means." Although these normal means were not exactly identified, one can assume they included probing ahead with 10-foot poles, standard equipment of the day. Further explained in Dungeon Magazine #84's "Ecology of the Trapper" (written by none other than Ed Greenwood), "Characters who are very familiar with stone… can usually tell immediately that something is not right when they test the surface -- by chipping or striking it, but not merely walking upon it." Those failing to detect trappers found themselves closed within its grasp, crushed and smothered in a mere six melee rounds. 2nd Edition
Trappers were now classified in the lurker family. While the trappers resembled dungeon floors, lurkers above did not resemble dungeon ceilings so much as aerial manta rays, floating in the air in similar fashion to grells and the famously maligned flumph (for those who missed the April Fool's admission, a flumph mini is, sadly, not actually in the works). In fact, lurkers' floating gases were used in the preparation of potions of levitation. In this edition, trappers had ventured outside of dungeons, where forest trappers (aka miners) lay in wait beneath paths and roads, extending poisonous twig-like barbs up through the ground to capture prey. Mimics returned as well, now with the expressed preference that "they usually appear in the form of treasure chests." However, mimics' disguise abilities were expanded even beyond wood or stone, so that they could "alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper)." So not only could they resemble a treasure chest but also hint of the treasure inside. A 2nd Edition supplement even introduced the house hunter, a mimic variety so large as to resemble -- you guessed it -- a house. And while the 1st edition mimic used glue to hold fast any creature touching it, 2nd Edition at least revealed that strong alcohol or the death of the mimic could finally dissolve it. 3rd Edition
Of course, the iconic mimics remain part of the game. Still shown in the guise of the grasping treasure chest, the two former varieties, common and killer, simply became 'mimic'. It also lost its own language, now speaking Common to negotiate with adventurers grown wise to its ruse. As with many parts of the game, version 3.0/3.5 codified ambiguous rules, including the mimic's disguise. Mimics can now be detected by a Spot check (versus the mimic's Disguise check), where adventurers were previously reduced to countless rounds of careful prodding and experimentation... and the knowledge that earlier edition mimics could not stand sunlight (thus watching to see if that chest in the corner winced upon the casting of a daylight spell). The Monster Manual IV introduced a few more creatures in disguise, one above the party, one below. Filling the role of the lurker above, the balhannoth blends in with the ceiling: "It moves on six long tentacles instead of legs, and from between its shoulders protrudes a slavering mouth full of jagged, ripping teeth." The defacer (no less than an undead doppelganger) has the earth glide special ability, allowing it to move through stone, dirt, and other earth as easily as a fish through water, and it can rise from the floor in order to assault adventurers. Continuing to Evolve
That said, the occasional surprise, when played well, can lend a suitable sense of danger to those places that adventurers dare enter. As such, you might consider these options for your next adventure.
Feedback Have you employed creatures in disguise? Made creative uses of mimics? We'd love to hear your tale or suggestion for the game, either on the message boards or sent directly in to us at: dndfeedback@wizards.com. | ||
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