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Mimic

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

DEFENSE

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

OFFENSE

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)

STATISTICS

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

SPECIAL ABILITIES

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).