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A treasure chest whom is actually a monster in disguise to surprise unwary treasure hunters.

Mimic (CR 6)

XP 2,400
N Medium Aberration (Shapechanger)
Init +5; Senses Blindsense 30 ft., Darkvision 60 ft.; Perception +14


AC 18, touch 11, flat-footed 17 (+1 dex, +7 natural)
hp 67 (9d8+27)
mp 6
Fort +6, Ref +6, Will +7
Immune Mini, Poison, & Sap status effects


Speed 10 ft.
Melee Bite +10 (1d8+6 plus adhesive and corrosive glue)
Space 5 ft.; Reach 5 ft.
Special Attacks Adaptive Resistance, Constrict (bite, 1d8+6), Corrosive Glue, Hypersenses, Pox
Spells Known (PC CL 9th; Concentration +11)

4th – Mini (DC 16)


Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 20 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (Bite)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception +14; Racial Modifier +20 Disguise when mimicking objects
Languages Common
SQ Mimic Object


Adaptive Resistance (Ex)

The mimic has resistance 20 against any one of the following energy types at any one time: earth, fire, ice, lightning, water, or wind. As a move action, the mimic may change the energy type against which it is resistant.

Adhesive (Ex)

A 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 manufacture weapon, natural weapon, or unarmed strike that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 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 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 mimic deals an extra 2d6 points of non-elemental damage with every successful bite attack or grapple check.

Hypersenses (Ex)

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

Mimic Object (Ex)

A 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 mimic’s body is hard and has a rough texture, no matter what appearance it might present. A 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.

Pox (Su)

3/day, a mimic can infect a creature within 30-ft. The target is inflicted with Disease and Sap status for 1 minute. A successful Fortitude save (DC 17) negates the status effects. Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).