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Banquet Mimic

Small Ooze (shapechanger), Neutral


Armor Class 13 (natural armor)

Hit Points 44 (8d6+16)

Speed 20 ft. climb 20 ft.

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws Dex +4, Cha +5

Skills Stealth +4, Deception +5

Damage Resistances acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 11

Languages Common

Challenge 3 (700 XP) Proficiency Bonus +2


Course of Many Shapes. The banquet mimic can use its action to polymorph into an ordinary serving of food or back into its amorphous form. In food form, it can resemble any cooked dish, fruit, loaf, confection, or drink that could fit in a Small creature's space. Its statistics are unchanged except that it has no reach, can't move, and is indistinguishable from mundane food without a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check. It reverts to its true form if it takes damage.
Edible Infiltrator. A creature that eats the banquet mimic while it is in food form must succeed on a DC 13 Charisma saving throw or become infested by it. On a failed save, the banquet mimic vanishes into the creature's body and controls the creature for up to 10 minutes. The host remains aware but cannot choose its own movement, actions, or reactions. At the end of each of the host's turns, it can repeat the saving throw, ending the effect on a success. The effect also ends if the banquet mimic is targeted by lesser restoration, protection from evil and good, or similar magic. When the effect ends, the mimic is expelled into an unoccupied space within 5 feet of the host and cannot use this trait on that host again for 24 hours. A creature that succeeds on the initial saving throw is immune to this mimic's Edible Infiltrator trait for 24 hours.
False Familiarity. The banquet mimic has advantage on Charisma (Deception) checks made to appear as a dish, snack, or drink prepared by someone the observer trusts. Its food form emits an inviting aroma that can mask the smell of poison, rot, or other unusual substances.

Actions

Multiattack. The banquet mimic makes two pseudopod attacks.
Pseudopod. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, plus 3 (1d6) acid damage. The target is grappled if it is Large or smaller. The escape DC is 12. Until this grapple ends, the target is restrained, and the banquet mimic can use only one pseudopod against it.
Aroma of the Perfect Meal. The banquet mimic releases a supernatural scent in a 15-foot radius. Each creature in that area that can smell must succeed on a DC 13 Wisdom saving throw or be charmed by the mimic until the end of the mimic's next turn. While charmed in this way, a creature is compelled to use its movement to approach the mimic by the safest available route and has disadvantage on checks made to identify the mimic's true nature. A creature that succeeds is immune to this action for 24 hours.
Bitter Reveal. The banquet mimic abruptly exposes its pseudopods and acidic interior. Each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage and be pushed up to 5 feet away. A creature that fails this save also has disadvantage on its next attack roll before the end of its next turn.

Reactions

Play Dead. When the banquet mimic takes damage while in food form, it can remain motionless and appear to be an ordinary ruined dish. A creature must succeed on a DC 15 Wisdom (Perception) check to realize that the food is still alive until the mimic moves or attacks.

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I swear the pie smiled before I took the first bite. โ€” Sergeant Pell, last witness at the Red Harvest Supper

Lore & Description

Appearance

In its true form, a banquet mimic is a squat, glossy mass of custard-colored ooze veined with crimson and green, its surface constantly rearranging itself into hints of pastries, roasted meat, fruit, and frosting. A ring of tiny translucent cilia surrounds its toothless mouth, tasting the air for hunger and recognition. In food form, it may appear as an immaculate pie with a glistening crust, a steaming bowl of stew, a jeweled tart, or a familiar family recipe. Its disguise is almost perfect, except for the faint rhythmic quiver beneath the food and a single drop of syrup that always crawls uphill.

Behavior & Origins

Banquet mimics are patient predators that study kitchens, celebrations, and roadside inns before choosing a dish their victims will find comforting. They prefer hosts with social influence, using them to open doors, betray allies, or carry the mimic into places no monster could enter. The most notorious specimen, called Lady Marmalade, has infiltrated the kitchens of the Blue Ladle Inn in Highbridge and is searching for a way to control the inn's owner during the upcoming feast of the duke. A banquet mimic does not understand friendship, but it understands appetite, trust, and the usefulness of a familiar face.

Running Banquet Mimic

Tactics

The banquet mimic begins in food form, choosing a dish near the most trusted or influential creature in the group. It uses Aroma of the Perfect Meal to draw a victim close, then attacks with its pseudopods if discovered; if someone eats it, it uses the host to separate the party, unlock doors, or attack a vulnerable ally. When reduced below half its hit points, it uses Bitter Reveal and climbs toward a crack, drain, or cooking fire, fleeing unless its current host can secure its escape.

DM Tips

  • Telegraph its presence with a dish that is slightly warm despite being left unattended, syrup that moves uphill, or a single wet chewing sound from an apparently empty plate.
  • While controlling a host, describe the victim's actions as precise but subtly wrong: familiar gestures performed stiffly, a smile held too long, or food and drink ignored entirely.
  • Allow clever players to test suspicious food with mundane clues such as cutting it open, feeding it to an animal, or using a mirror; these should grant advantage on checks rather than automatically reveal the mimic.
  • For a weaker party, reduce the infestation save DC to 12 and the control duration to 1 minute; for a stronger party, let the mimic use Edible Infiltrator once per round as a bonus action after being reduced below half its hit points.

Loot

  • Sourglass Pearl — A translucent bead found in the mimic's remains. When dissolved in water, it turns the water bitter and grants advantage on the next saving throw against being charmed or controlled.
  • The Blue Ladle's Recipe Book — A grease-stained cookbook containing several genuine recipes, along with marginal notes identifying which flavors and aromas best overcome a person's suspicion.
  • Unfinished Feast — A sealed pastry or jar of preserved fruit from the mimic's lair. It remains perfectly fresh for a year, but occasionally shifts shape when no one is looking.

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Generation Info

Original prompt:
"mimic that looks like food but can be eaten but when eaten they can control the host for a limited time"

Created: Sep 28, 2026
Modified: Oct 26, 2026

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