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Battery Mimic

A mimic who can take shape of electronic devices as well a normal chest, waiting it’s unsuspecting prey.

Battery Mimic (CR 8)

XP 4,800
N Medium Aberration (Lightning, Shapechanger)
Init +5; Senses Blindsense 30 ft., Darkvision 60 ft.; Perception +17

DEFENSE

AC 21, touch 11, flat-footed 20 (+1 dex, +10 natural)
hp 100 (12d8+48)
mp 12
Fort +8, Ref +6, Will +10
DR 5/-; Immune Lightning, Mini, Poison, Static, & Sap status effects
Weakness Water

OFFENSE

Speed 40 ft.
Melee Bite +15 (1d10+7 plus adhesive)
Space 5 ft.; Reach 5 ft.
Special Attacks Constrict (bite, 1d10+7), Corrosive Glue, Electric Shock, Pox
Special Abilities Adaptive Resistance, Hypersenses, Lightning Armor
Spells Known (PC CL 12th; Concentration +15)

1st (DC 14) – Thunder
2nd (DC 15) – Thunder II
3rd (DC 16) – Thundara, Thunder III
4th (DC 17) – Mini, Thunder IV

STATISTICS

Str 20, Dex 12, Con 18, Int 16, Wis 14, Cha 10
Base Atk +9; CMB +14; CMD 25 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (Bite)
Skills Climb +15, Disguise +12 (+32 when mimicking objects), Knowledge (Dungeoneering) +12, Perception +17, Spellcraft +12; Racial Modifier +20 Disguise when mimicking objects
Languages Common
SQ Mimic Object

SPECIAL ABILITIES

Adaptive Resistance (Ex)

The battery mimic has resistance 20 against any one of the following energy types at any one time: earth, fire, ice, or wind. As a move action, the mimic may change the energy type against which it is resistant. If it struck by lightning it can add another 1d6 lightning damage to corrosive glue and anyone who strikes the battery mimic with metal takes 1d6 lightning damage. This effect lasts for 1d4+1 rounds unless the battery mimic is struck with water effects.

Adhesive (Ex)

A battery mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its bite attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 21 Reflex save. A successful DC 21 Strength check is needed to pry off a stuck weapon. Strong alcohol or remedy dissolves the adhesive, but the mimic can still grapple normally. A battery mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Corrosive Glue (Ex)

The battery mimic deals an extra 2d6 points of lightning damage with every successful bite attack or grapple check.

Electric Shock (Su)

A battery mimic can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning damage to the target and a successful Reflex save (DC 16) halves the damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Dungeoneering DC 19).

Hypersenses (Ex)

The battery mimic’s entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

Lightning Armor (Su)

1/day, a battery mimic grants itself a shocking barrier as a standard action. All allies can gain the effect of Shock Spikes. The allies must be within 30 feet of battery mimic when it uses this ability to receive these bonuses for 6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Dungeoneering DC 23).

Mimic Object (Ex)

A battery mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A battery mimic’s body is hard and has a rough texture, no matter what appearance it might present. A battery mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.