TEXT: Mock
  A Monsterious Race of Mimickry and Never Ending Hunger.
  By Christopher Zito
  
  Pale Imitation
  Mimics in all bestiaries are commonly known as amorphous
  aberrations that have the capability of transforming into it's
  surroundings to ambush it's prey. Often flavored to be a sort
  of cautionary tale for any well seasoned adventurer and the
  common folk to not be swayed by greed, less retribution be
  merciless, cruel and slow. No one knows the birthplace or
  origin of the mimic as a whole and most dare not fathom
  traveling to such places to find out, but the Mock deem it
  worthy to pass on the results half way. The Mock's origins
  and new found growth are just as mysterious as their mimic
  ancestors and could have become humanoid through various
  means.
  Some arcanists and scientists claim that the Mock's
  humanoid stature is the next logical evolutionary step for
  Mimics, whether it is by magical or natural means one
  cannot say. While dark mages and the macabre claim it is the
  result of a mimic simply eating enough flesh of it's victims
  that the mimic has learned to walk upright to blend in even
  closer to it's prey. Whatever the case the flesh of a Mock
  closely resembles that of a Mimic outside of a disguise. The
  Mock's matter can warp and shift at will, alter it's colors and
  place more sensitive parts of it's body like it's eyes, teeth, and
  vital organs underneath it's skin with little fear of their
  morphing harming any of it's innards. The most common
  traits of the Mock as a species would be it's humanoid form
  always appears to be pale, gaunt and boney, it's protruding
  neck making up most of it's head and an often eyeless face
  with a mouth that have the capability to stretch down to it's
  shoulders.
  Another key attribute to a Mock's physiology is it's tongue,
  which in actuality is it's innards stretching out into a rope like
  pesudopod covered in a sticky mucus like substance to latch
  onto surfaces and prey. A Mock tongue can extend up to twice
  the mock's current height in size and always remains the
  same color, shape and size while polymorphed. Most Mock
  hunting methods often use the prey's fight or flight response
  to it's advantage. As the victim attempts to pry off the tongue
  it unwittingly continues to adhese itself to the appendage
  while the tongue constricts the body while applying more
  mucus. When the Mock is confident the target is unable to
  escape it then pulls the target close to it's body and uses it's
  claws and teeth to rend the victim's flesh.
  A Mock while disguised as another object or creature is
  near impossible to distinguish as a fake, however a Mock's
  capability to flawlessly appear as the object it is transforming
  into relies on the Mock's observation of the object in
  question. Mock are separated into two subraces; Minor and
  Major. Minor are more in common with Mimics as their
  polymorphing abilities are applies to the mockery of objects
  to blend into surroundings, while Major bind their time in
  stalking humanoids in the shadow and morphing into one of
  their own to strike their prey in their moment of weakness.
  Organized Trickery
  Mock motivations are always driven by hunger, wanting
  nothing more then to consume and move to a more viable
  hunting spot, however their newfound bodies come with
  knowledge of concepts outside of just survival. If a Mock is
  fed considerably well it will often blend into it's surroundings
  observing intelligent races and then attempt to integrate itself
  within civilization to seek companionship, knowledge and
  social interaction. Having allies is well and good to protect
  yourself but it's always nice to have a "Plan B" should food
  supplies run low, thus Mock will often place themselves in
  occupations that require food processing, medicine,
  undertaking, and adventuring. Mock may be able to blend into
  their surroundings but they do not always possess the social
  skills that civilization is accustom too so more then often a
  less streetwise or half starved Mock will always give itself
  away and if not killed on the spot will offer their services for
  food. Depending on the polymorphing capabilities they can
  make valuable spies, assassins and even equipment, some
  Mock can even transform into their allies with some minor
  blemishes.
  Mock Names
  Names are irrelevant to the Mock, however they understand
  it is important to craft a name while they are in disguise while
  out on adventures. Minor Mock are privy to simply adopting a
  name from a language that describes and item they often
  polymorph into, while Major Mock will use the name of a
  devoured victim to take their place in society or use a
  commonly heard name while observing a race from afar.
  
  Mock Traits
  Your Mock character will be have the following features to lie
  in wait for the best possible oppertunity to devour their
  unwitting prey.
  Ability Score Increase. Your Consitution score increases
  by 2.
  Age. Mocks can reproduce after they have consumed at
  least ten times their mass in matter, once they have done so
  they can part with a mass of their flesh and shapeshifting the
  mass into an object, the object is then hidden and incubates a
  small clutch of infant Mocks within it. When the infant Mocks
  reach maturity after a year in incubation they will eat their
  way out of the nest with the same intellect of a young adult
  humanoid creature. Mocks have no idea when their natural
  life span ends, they are either killed or cease living by
  succumbing to starvation.
  Alignment. Mocks know the concept of morality, though it
  is an artificial concept made by those who are not driven by
  their desire to eat. Mocks will often align themselves to any
  moral compass to make sure they are fed either by others or
  to feast upon them. Mocks who work in tandem with other
  races are normally some form of Chaotic or Neutral
  alignment.
  Size. Mocks are shapeshifters capable of molding their
  bodies in all sorts of shapes and sizes, however the true form
  of a Mock is humanoid and can vary between 3'0 - 6'10 feet
  tall. Your true form is considered a Medium sized creature.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Mock have 60ft of Darkvision.
  Monstrosity. Mocks may have a higher sense of
  intelligence then their progenitors, but they are Mimics
  through and through. Mock characters are considered
  humanoid and monstrosity for the sake of damage typing.
  Tongue. Mocks have long pseudopod like tongues that can
  extend up to three times the Mock's body length. These
  tongues are used to lash out of their gaping maws, blindside
  prey with the inital strike and then constrict around them
  while also applying an adhesive slime. Mocks have a natural
  tongue attack that deals 1d4 bludgeoning + your Strength
  modifier. On a successful hit with your tongue attack you
  constrict the target in an automatic grapple. At the start of it's
  turn the grappled target must make a Strength vs 8 +
  Proficiency + your Consitution modifier to break free of the
  grapple, on failure it loses it's move action. The grappled
  target may still attack you but with disadvantage. While your
  target is grappled your speed is reduced to 0 and at the start
  of your next turn you can use your Bite attack as a bonus
  action.
  Bite. Mocks have vicious rows of sharp teeth that can
  easily tear apart through metal and flesh alike. Mocks have a
  natural bite attack that deals 1d6 + your Strength modifier. If
  your target is grappled by your Tongue, you have advantage to
  hits with your Bite attack.
  Languages. Mock can read, write and speak Common and
  Undercommon.
  Subraces. You must choose one of the following Subraces
  for your Mock character; Minor or Major.
  Minor
  Minor Mocks have more in common with Mimics, having
  perfected the art of using avarice to their advantage. Minor
  Mocks blend in with the environment and snatch up greedy
  prey by surprise. Minor Mock often find hunting grounds in
  abandoned castles, Kobold dens, or locations where the less
  observant of adventurers tend to flock. Minor Mock have the
  following features.
  Ability Score Increase. Your Strength score increases by
  1.
  Shapechange. As an action you can polymorph into a
  Medium or Small object or back to your original form. When
  you shapechange you may take the appearance of any Small
  or Medium sized object, your stats remain the same while in
  this new form. Remaining motionless while in this form
  makes you indistinguishable from an ordinary version of the
  form you have taken. While in this form you are incapable of
  communicating verbally. While in an object form you are
  capable of using your Tongue attack, Bite attack and you are
  capable of moving while in your object form, however you are
  unable to use any equipment or items as all equipment is
  hidden within you during the transformation. If a creature
  willingly touches you they are automatically considered
  grappled by you and are unaware of this until you initate an
  attack action. While grappled to a creature as an object, you
  can use an action to return back to your original form while
  still grappled to the target. A Mock returns back to their
  original form if they die and all equipment the Mock was
  wearing during their transformation spills out of their corpse.
  
  Major
  Major Mocks have learned to walk amongst humanoids to
  better blend into their civilizations and ambush their prey
  when they least expect it. Though Major Mocks are not well
  adjusted to their new humanoid forms at first, surely if one is
  unable to discern the differences then natural selection shall
  be the great equalizer of the confrontation. Major Mock have
  the following features.
  Ability Score Increase. Your Charisma score increases by
  1.
  Disguise. As an action you can polymorph into a Small or
  Medium Humanoid or back to your original form. You can
  polymorph into any Small or Medium sized humanoid race
  you have observed for atleast 12 hours, however you may
  only take on a singular form of that race. This form will
  always appear the same and have a defining feature that is
  specific to you as a Mock. See the Major Mock Physical Trait
  Table for examples.
  While in this form you do not gain the abilities of the race
  you have changed shape into and your stats remain the same.
  Once you transform into one race you can retain this form for
  as long as you want until you revert back to your true form or
  are killed. Your equipment does not transform with you.
  At character creation you are allowed to be familair with
  one humanoid race that you can polymorph into. To
  transform into a new race you are not familiar with you must
  revert back to your true form, take a long rest and observe the
  race you wish to transform into for 12 hours. While
  transformed as a new race you are not accustomed to you
  have disadvantage to Persuasion, Deception, Intimidation,
  and History checks pertaining to the race in question. You are
  considered accustomed to your new form after 3 in game
  days observing the race.
  Major Mock Physical Trait Table
  You may choose to either roll a 1d6 to determine one of the
  physical traits that apply to your Major Mock when they use
  their disguise ability, or select one that appeals to you the
  most. Alternatively you can create a new physical trait that
  occurs when your Major Mock transforms, be sure that your
  DM finds your custom trait acceptable for the game.
  1d6 Physical Trait
  1 The whites of your eyes are a vibrant red and you
  have no pupils.
  2 Your teeth are fanged and when you speak your
  mouth can often curl into an offputting smile.
  3 When you speak, you often spittle a sticky
  offcolored mucus.
  4 Your tongue is an sickly color and is prone to
  hanging out of your mouth while speaking.
  5 Your movement is offkilter, giving the appearance
  of a physical disability such as a limp or broken
  limb.
  6 While disguised, a part of your true form's skin is
  visible on your chest or back, you can hide this
  oversight under an article of clothing.
  Additional Racial Features
  At certain levels, your class gives you the Ability Score
  Improvement feature. You can forgo taking that feature to
  take a feat of your choice instead. You must meet any
  prerequisite specified in a feat to take that feat.
  Big Eyes, Big Stomach
  (Prerequisite: Mock Race, Strength 13 or Higher)
  You count as one size larger when determining your carry
  capacity and the weight you can push, drag, or lift. Your
  Tongue attack can now grapple Large size creatures. Taking
  this feature with any additional features that allow you to
  grapple larger size categories does not increase the size
  category beyond Large.
  
  Barbed Tongue
  (Prerequisite: Mock Race, Strength 13 or Higher)
  Your Tongue attack now deals 1d6 Bludgeoning + your
  Strength modifier. At the start of a enemy's turn that is
  grappled by your tongue you deal 1d4 Piercing damage. You
  can choose to use your Strength modifier or your Consitution
  modifer for the DC save for targets to escape your tongue's
  grapple.
  Strangle
  (Prerequisite: Mock Race, Strength 15 or Higher)
  If a target fails to escape your tongue's grapple they will
  suffer suffocation. You can choose to use your Strength
  modifier or your Consitution modifer for the DC save for
  targets to escape your tongue's grapple.
  Lashing Tongue
  (Prerequisite: Mock Race, Dexterity 13 or Higher)
  Your Tongue attack now has a 15ft Reach. On a successful
  grapple with your tongue, you can spend 15ft of movement to
  pull the target twords you. If the target is larger than your
  current size category pulling capabilities on a successful hit
  with your Tongue attack as a bonus action you can move up
  to 15ft twords the grappled target.
  Flesh Feast
  (Prerequisite: Mock Race, Constitution 13 or Higher)
  Once per day, on a successful Bite attack, as a reaction you
  gain temporary HP equal to the damage delt by the bite
  attack. You can use Flesh Feast again after a long rest.
  One Man's Trash
  (Prerequisite: Mock Race, Constitution 13 or Higher)
  Once per day you can devour and destroy one non magical
  object to regain 1 Hit Die worth of health. Eating small
  objects now also counts as eating the same amount of
  nutrients as a ration. You can reuse One Man's Trash after a
  long rest.
  Mock Bag
  (Prerequisite: Mock Race, Constitution 15 or Higher)
  You can store 50lbs of objects within yourself by devouring
  them. Devouring a Bag of Holding within yourself will trigger
  an explosion destroying any items held within yourself using
  the Mock Bag feat and dealing 12d6 Fire Damage to you and
  anything within 15 feet of yourself. When your character dies
  all items held within you with this feat spill out of your body.
  You can take this feat up to two more times, each time this
  feat is taken you are capable of carrying 50 more lbs worth of
  items.
  Mock Item
  (Prerequisite: Mock Race, Intelligence 13 or Higher)
  Eating small objects now also counts as eating the same
  amount of nutrients as a ration. You can recreate a flawless
  replica of any small non magical item you have devoured
  within the last 24 hours. To do so you must devour gold or
  any other form of currency worth the objects weight or as
  determined by the DM. The replicated object is
  indistinguishable from the real item, but will break after it's
  intended use once. The replica item's intended use is based
  on the Mock's perception of the item's intended purpose. The
  DM may choose to create the replica item's intended purpose
  if need be.
  Arcane Slurp
  (Prerequisite: Mock Race, Intelligence 15 or Higher)
  If you successfully grapple a target with your tongue, as a
  bonus action any touch spell you know you can be cast on the
  grappled target. Any spell effect casted by yourself, allies, or
  any other sources that requires a saving throw, the grappled
  target must roll with disadvantage.
  Tickle
  (Prerequisite: Mock Race, Wisdom 13 or Higher)
  Once per day, when an enemy attempts to escape from
  your grapple and succeeds, you can use a reaction to force
  the target to make another saving throw and take the lower
  result. You may use Tickle again after a short or long rest.
  This feature does not work on Undead or Constructs.
  
  Mock Weapon
  (Prerequisite: Mock Race, Minor Subrace)
  You can transform into a simple melee weapon that an ally
  can wield. After using your Shapechange feat, as a bonus
  action you can place yourself within a willing ally's inventory
  or free hand within 5ft adjacent to you. When an ally wields
  you as a melee weapon you occupy the same space as your
  ally wielding you and your ally treats you as the weapon you
  have transformed into for the sake of rolling to hit a target. If
  your ally successfully hits a target with you as the weapon,
  you can choose to either react with a Bite action, Tongue
  action, or allow the ally wielding you to simply roll the
  damage as if you were the melee weapon you are mimicking.
  While in this form you retain your stats, you may not use any
  items or equipment in this form, any and all equipment you
  possess is pulled into your body. Until you attack with your
  Tongue, Bite, or revert to your true form, you are
  indiscernible from the item you are mimicking. At the end of
  your ally's turn if they still have you equipped your initiative is
  moved to be after said ally. On your turn you may perform
  actions as per usual. If you return to your true form while
  your ally is wielding you, you can place yourself 5ft adjacent
  to your ally and your initiative remains behind the ally who
  wielded you.
  Mock Armor
  (Prerequisite: Mock Race, Minor Subrace)
  You can transform into a piece of armor that an ally can
  equip. After using your Shapechange feat, as a bonus action
  you can place yourself within a willing ally's inventory 5ft
  adjacent to you. When an ally wields you as armor you
  occupy the same space as your ally wielding you and your ally
  treats you as the armor you are transforming into for the sake
  of statistical effects that armor applies. While equipping you
  as armor, your ally loses all magical benefits of their
  previously worn armor. If your ally equipping you is attacked
  on their turn, as a reaction you can either use a Bite attack,
  Tongue attack, or you can apply your Constitution modifier to
  their AC for that attack. While in this form you retain your
  stats, you may not use any items or equipment in this form,
  any and all equipment you possess is pulled into your body.
  Until you attack with your Tongue, Bite, or revert to your true
  form, you are indiscernible from the armor you are
  mimicking. On your turn, while equipped to an ally your
  speed is reduced to 0 and you may use either a Bite attack,
  Tongue attack, or return to your true form as an action. If you
  return to your true form while your ally is equipping you, you
  can place yourself 5ft adjacent to your ally. If your ally leaves
  you equipped for more then 6 hours you must roll a Wisdom
  save vs 8 + Proficiency + your Wisdom modifier. On failure
  your will gain the taste of the ally's flesh, giving into your
  hunger you will automatically grapple your ally using your
  Tongue feat. You will use your Bite action on said ally until
  you succeed the Wisdom save DC, your ally is freed from
  your grapple, or you slay your grappled ally.
  Mock Fixture
  (Prerequisite: Mock Race, Minor Subrace, Dexterity 13 or
  Higher)
  You gain the features of the spell Spider Climb, allowing
  you to use your movement speed to walk and remain on
  vertical walls.
  Mock Sentience
  (Prerequisite: Mock Race, Minor Subrace, Intelligence 13 or
  Higher)
  While polymorphed as an object, you are capable of
  speaking all languages you understand. This also allows you
  to be able to cast spells that require verbal components while
  in object form.
  Mock Telepathy
  (Prerequisite: Mock Race, Minor Subrace, Intelligence 15 or
  Higher)
  While polymorphed as an object and a willing ally has you
  in their inventory, you are capable of communicating to said
  ally telepathically.
  Mock Ally
  (Prerequisite: Mock Race, Major Subrace)
  As an action you can flawlessly take the appearance of an
  ally in your party, imitating their physical appearance, voice,
  mannerisms, and clothing without having a Major Mock
  Physical Trait that discerns you from the person you are
  imitating. Your stats remain the same and your equipment
  does not change. You can retain this form for as long as you
  like, if you return to your true form you can use Mock Ally
  again after a long rest.
  Mock Learning
  (Prerequisite: Mock Race, Major Subrace, Wisdom 13 or
  Higher)
  Eating the corpse of a humanoid creature that has died
  within the last twelve hours will allow you to become familair
  with transforming into the race while using your Disguise
  feat. You may only be familair with transforming into a race
  per one corpse eaten.
  Mock Person
  (Prerequisite: Mock Race, Major Subrace, Charisma 13 or
  Higher)
  You may choose one other race that you are familair with
  and can transform into using the Disguise feat without
  suffering the negitive effects of being unfamilair with the race
  you have chosen. You can take this feat up to two more times.
  Perfect Mockery
  (Prerequisite: Mock Race, Major Subrace, Charisma 15 or
  Higher)
  You may choose one race that you are familair with and can
  transform into using the Disguise feat. You can now
  transform into the chosen race without having a visible Major
  Mock Physical Trait.
  
  Credits
  Art Credits
  Cover
  JessJackdaw
  Page 1
  Rachel Maduro
  Page 2
  Theropod_Art
  Page 3 & 4
  Jesse Diaz
  Page 6
  Chris Zito.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Mock - A Monsterious Race of Mimickry and Never Ending Hunger v1.2.1.pdf