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System Reference Document 5.2.1
Traits
Adhesive (Object Form Only). The mimic adheres to 
anything that touches it. A Huge or smaller creature ad-
hered to the mimic has the Grappled condition (escape 
DC 13). Ability checks made to escape this grapple 
have Disadvantage.
Actions
Bite. Melee Attack Roll: +5 (with Advantage if the target 
is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) 
Piercing damage—or 12 (2d8 + 3) Piercing damage 
if the target is Grappled by the mimic—plus 4 (1d8) 
Acid damage.
Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 
(1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid dam-
age. If the target is a Large or smaller creature, it has 
the Grappled condition (escape DC 13). Ability checks 
made to escape this grapple have Disadvantage.
Bonus Actions
Shape-Shift. The mimic shape-shifts to resemble a Me-
dium or Small object while retaining its game statistics, 
or it returns to its true blob form. Any equipment it is 
wearing or carrying isn’t transformed.
Minotaur of Baphomet
Minotaur of Baphomet
Large Monstrosity, Chaotic Evil
AC 14  Initiative +0 (10)
HP 85 (10d10 + 30)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 11 +0 +0 Con 16 +3 +3
Int 6 −2 −2 WIS 16 +3 +3 Cha 9 −1 −1
Skills Perception +7 , Survival +7
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
CR 3 (XP 700; PB +2)
Actions
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. 
Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Ne-
crotic damage.
Gore (Recharge 5–6). Melee Attack Roll: +6, reach 
5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a 
Large or smaller creature and the minotaur moved 10+ 
feet straight toward it immediately before the hit, the 
target takes an extra 10 (3d6) Piercing damage and has 
the Prone condition.
Mummies
Mummy
Medium or Small Undead, Lawful Evil
AC 11  Initiative −1 (9)
HP 58 (9d8 + 18)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 8 −1 −1 Con 15 +2 +2
Int 6 −2 −2 WIS 12 +1 +3 Cha 12 +1 +1
Vulnerabilities Fire
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus two other languages
CR 3 (XP 700; PB +2)
Actions
Multiattack. The mummy makes two Rotting Fist at-
tacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 
(1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic 
damage. If the target is a creature, it is cursed. While 
cursed, the target can’t regain Hit Points, its Hit Point 
maximum doesn’t return to normal when finishing a 
Long Rest, and its Hit Point maximum decreases by 10 
(3d6) every 24 hours that elapse. A creature dies and 
turns to dust if reduced to 0 Hit Points by this attack.
Dreadful Glare. Wisdom Saving Throw: DC 11, one 
creature the mummy can see within 60 feet. Failure: 
The target has the Frightened condition until the end of 
the mummy’s next turn. Success: The target is immune 
to this mummy’s Dreadful Glare for 24 hours.
Mummy Lord
Medium or Small Undead (Cleric), Lawful Evil
AC 17  Initiative +10 (20)
HP 187 (25d8 + 75)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 10 +0 +0 Con 17 +3 +3
Int 11 +0 +5 WIS 19 +4 +9 Cha 16 +3 +3
Skills History +5, Perception +9, Religion +5
Vulnerabilities Fire
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft.; Passive Perception 19
Languages Common plus three other languages
CR 15 (XP 13,000, or 15,000 in lair; PB +5)